public static void RecalculateUV(TextureUVType buildingUV, ref Mesh mesh, bool isWall) { int index = 0; if (buildingUV == TextureUVType.Planar) { Vector2[] vectorArray = new Vector2[mesh.vertexCount]; while (index < vectorArray.Length) { if (!isWall) { vectorArray[index] = new Vector2(mesh.vertices[index].x, mesh.vertices[index].z); } else { vectorArray[index] = new Vector2(mesh.vertices[index].x, mesh.vertices[index].y); } index++; } mesh.uv = vectorArray; } }
public static void RecalculateUV(TextureUVType buildingUV, ref Mesh mesh) { RecalculateUV(buildingUV, ref mesh, false); }