Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I'm trying a really simple test in Unity 3D. I want to render a texture on the simplest plane possible.

So, I've created a two-triangle plane in Blender, then imported it into Unity. From there, I put that mesh on a GameObject, and then drop a texture on top of that. Every time I do this, the texture is rotated 90 degrees when drawn on the plane.

By contrast, if I just create a plane in Unity and drop the texture on that, it is not rotated.

Here is a screenshot showing the simple plane in front of the stock Unity plane:

http://cl.ly/0X052y1G0L1G0a181M1d

I noticed that the triangles in the stock Unity plane's mesh are oriented differently than the ones in the mesh I created (the hypotenuses go from bottom-left to top-right instead of bottom-right to top-left). I went into Blender, rotated the plane 90 degrees, then reimported it unto Unity, but it doesn't seem to make a difference.

What am I missing here?

share|improve this question
add comment

1 Answer 1

You seem to be missing the UV mapping stage. You have to specify texture coordinates in your modeling program.

share|improve this answer
    
Thanks for answering! I was missing UV mapping and tried to set it up, but I had a lot of trouble finding a tutorial that matched my Blender version. Eventually, I found this: answers.unity3d.com/questions/26831/… Which explained that Blender and Unity orients their axes differently. Just rotating on export appears to be the simplest way to fix this. –  Jim Dec 15 '11 at 3:39
add comment

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.