Hi, I am trying to create a randomly generated world and to this I have used the following approach: 1) Create a number of (random) meshes in code to represent the world 2) Applying a material to the generated mesh 3) Add the mesh to the world as a gameobject My issue is that the textures gets a single color instead of the actual texture and I cannot for the life of me figure out why this happens. Example world that was genereated: This is the water mesh that was generated as seen above: And the mesh: And the texture that should have been applied based on the material looks like: I really hope someone can give as to what I am doing wrong? If it just create a simple plane mesh in the editor and apply the material it looks correct so I guess it is something to do with my mesh but I cannot figure out what I am doing wrong. Some code: Mesh created by: GameObject gameobject = new GameObject("Gameobject: " + itemToRender.material.name); MeshFilter meshFilter = (MeshFilter) gameobject.AddComponent(typeof(MeshFilter)); meshFilter.mesh = itemToRender.mesh; MeshRenderer renderer = gameobject.AddComponent(typeof(MeshRenderer)) as MeshRenderer; renderer.material = itemToRender.material; Where the material is loaded before using: AssetDatabase.LoadAssetAtPath<Material>(materialLocation); The end goal is to show the mesh using: UnityEngine.Graphics.DrawMesh(iitemToRender.mesh, Vector3.zero, Quaternion.identity, itemToRender.material, 0); for better performance as I want to generate a rather large world and it looks like the mesh is created correctly I just cannot figure out how to get the texture to show correctly. Thanks in advance for any feedback!
Well, the fact that it's receiving a color from your texture makes me think that it's at least partially working. Perhaps try Unlit/Texture shader and adjust the tiling?
Thanks for the answer. The issue was with the tiling that I did not apply correctly. After applying the tiling correctly it now looks like it should. Thanks!