Runtime Texture Mapping

Is there a way to map material textures over multiple parts during runtime without using unions? I want to get rid of seams between some parts that use the same texture.

Unfortunately the ways to achieve aren’t as simple and easy as I wish they were at scale, but here’s 2 ideas I had:

  1. Use a Texture instance on each surface you’d like to control the texture UV of, you can then manually adjust the U and V via the OffsetStudsU and OffsetStudsV properties via code at runtime or studio.

  2. Use an EditableImage instance as the content for an ImageLabel, SurfaceAppearance, MaterialVariant, etc. You can reuse the same EditableImage for everything you wanna apply it to and you only need to update that one EditableImage instance to affect everything.