I’ve been bending my brain trying to figure this out. UV animation of sprite sheets, with each generated object able to carry on it’s own specific or “random” sprite. I have the UV changing down within python, where I can pass the UV point for the bottom left corner of my plane UV map and have the script move that around.
The “problem” that I have is everything in Blender is working as designed. From what I’ve been able to gather, the UV can only be defined in the material. And changing that UV changes it for every other object referencing that material.
I’ve seen other scripts here where they’ve gotten around that somewhat by mesh-swapping within the called object, but I’m unsure of how that will play with performance in the game engine (still learning about the scenegraph and performance issues as well). I’m trying to not have to create extra objects that might not be necessary.
I’ve seen the play-straight-through UV tile mapping in the UV settings, but I wasn’t able to find any information on how to control that through python in the API docs.
If anyone has any guidance or resources to point me towards on how to move this forward, or even any documentation on the scenegraph, that would be fantastic!