I would suggest using the Generated output of the Texture Coordinate node.
This allows you to change the texture space from the Object Data tab in the Properties panel.
Like so:
Thanks PyBlend, I didn’t know this panel.
I was already using the ‘move/scale texture space’ tools, but it was difficult to get the right size.
Setting the texture space size of both objects to ‘1’, means the checkerboard patterns will be exactly the same size, right?
Yes. I though that was the idea. Apparently not when I re-read your question
A bit messy, and this one may not be the best applications, but you can also assign an object ID and setup an if-then chain to do separate things to different objects based on object info/object id. In this case a mapping operation. I do this all the time to show different images on different instances of monitors, although I rely more on random than object id.
If adjusting texture space like PyBlend shows works, then go for it. But note that generated coordinates are subject to certain deformations.
Just a texturing trick. If you model i.e. a chair consisting of several “cut from wood” pieces, as long as you don’t rely on direction specific modifiers (i.e. Mirror) you can use same box mapped wood on all the pieces, enable the origins only option (top right), and rotate the origo until the mapping aligns the grain of the wood with the object. You can keep it like that and link it in as an instance (where each chair mapping can have it’s own offset/scale variation using object info/random), or bake down the result to a regular UV mapped texture.
I haven’t tried box mapping on location coordinates. Need to try that.