Hey,
Currently, when you apply a texture to a GUI Box or a Sprite (displayed inside a collection object), the only option for said texture is to have it stretch to fill the object. For generic use, this is fine, however if you wish to have a repeating texture (say for example, a plane of grass), it becomes less than a simple task.
The two options available right now are:
a) Clone the tile a lot of times; this creates obvious needless overhead especially when it’s for something generic such as a plane of grass. Not to mention it goes without saying this creates a messy situation when you have thousands of identical tiles.
b) Create a custom material with WRAP_MODE_REPEAT set as the UV flags under the sampler. While this presents a “better” solution, this isn’t ideal either. Firstly, it requires creating custom fragment and vertex shaders (overkill for simply tiling some grass), and secondly, it does not show the result in the editor… which seems to go against the awesomeness of the editor aims to provide.
Suggested solution: For GUI Box elements and sprites, allow an option for the applied texture to be tiled rather than stretched. However this is implemented, it should be visible in the editor. For sprites, this would either allow sprite objects to be individually scaled (otherwise the tiling becomes pointless) or the tiling is applied when the containing game object is scaled (regardless of how big the sprite gets either by its own scale or parent scaling, the texture should always tile).
I saw there was a post late last year about something similar to this, but nothing was ever mentioned and nothing came from it, so I figured I would post it again, as it seems like a decent feature to have in such a rich toolkit.