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You may have had an issue with your tile-sheet. The question now displays a properly framed one. It looks like at 6*15 tile sheet. So... Instead of using a float tileSize, which has the same value for the x and the y axis, I would suggest you use a vector2 instead: // Keep in mind that my c# is not good so you may need to adjust the syntax of the code, ...


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Actually every face of your mesh has UV coordinates through which UV mapping works. Let take an example of cube. Cube has 6 faces and every face has 4 coordinates. That means a Cube must have 24 coordinates for UV mapping. Now second part is to map coordinates with texture. Let's take an example of a square texture image having 6 different color boxes ( ...



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