it seems to be doing it with 2.5->2.66 GLSL projects. Also if you have a material with 2 uv channels and 1 color texture in first layer and ambient occlusion in second layer sometimes if you untick the first layer the ambient occlused defaults to the color UV coords.
Looking back on a lot of my projects ive opened with 2.66 and tried to create has had issues with messed up Coord’s, Always with the 2nd Texture layer coords defaulting to the first Coords.
Its hard to recreate but i know its a bug somewhere. “Use material Caching” unticking and selecting different storage does nothing.
Perfect Example try opening Martinsh bathroom demo.
Its a texture nightmare.
Oh yeh Textures render correctly fine in viewport but on play is where things mess up.