Why do textures map upside-down?

Another noob question from yours truly…

When I import my sprite files and map them to quads or cubes, they are placed on the surface upside-down… I can fix this by simply rotating the image in Paint.Net before importing it, but it’s a bit of a pain, as I often forget to do this.

Why does this happen?

Unfortunately, some materials will fail to display if the tiling is set to -1, -1.

As a solution to this, we stopped using Unity’s default plane, and used our own plane, which is simply a low poly 2D square obj file. Once imported into your Unity project, you need to update the obj model’s Scale Factor from ‘1’ to ‘-1’. This is accessed via the model’s Import Settings accessed via the Inspector panel.

Dropping your materials onto this plane will then display correctly against Unity’s world coordinate system, with the bottom-left of a plane going along X,Z being pixel (0,0) of the Material applied to it.

Isaac

Change the tyling to -1 y

The orientation also depends on the orientation of the quads and the UV mapping. So rotate your quads or their UV coordinates.