Mesh Textures incorrectly tiled in ViewportFrames

Adding a TextureID to a MeshPart inside a ViewportFrame causes the whole texture to be tiled instead of properly wrapped around the mesh.

Example in ViewportFrame:
image

Same texture outside ViewportFrame:

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Thanks for the report! We’ll follow up when we have an update on this issue.

Hi, it has been nearly a year since this bug report, but the issue is still around.

Just wondering if there’s any news on this or even a status on how long it might be until this is fixed?