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:
Same texture outside ViewportFrame:
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:
Same texture outside ViewportFrame:
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?