At this point are you familiar with the uv array? http://docs.unity3d.com/Documentation/ScriptReference/Mesh-uv.html
which is just part of Mesh http://docs.unity3d.com/Documentation/ScriptReference/Mesh.html
Based on what you have described: Just play with uv values of 0.0, 0.5 and 1.0.
You'll soon get the idea! Your image just goes from 0 to 1 in each direction, it's that simple. Your quadrants are just the obvious. DRAW A DIAGRAM of your eight triangles and start setting the uvs. Enjoy!
if you get big into vertices consider this fount of interesting information and downloads, etc etc http://answers.unity3d.com/questions/193695/in-unity-is-there-a-fast-way-to-find-nearby-triang.html
Now here's a diagram:
large image: CLICK HERE TO SEE DIAGRAM PROPERLY
So, say you want your ELEPHANT to appear in area D. The elephant obviously enough exists at the coords I have written here...
Your area D is two triangles (7 and 8). So .......... there are six verts (two triangles ... 2x3 = 6 !!) Just set the six verts to those values!! 0,,5 etc. It's that simple !!!
OF COURSE as Owen points out, this "hello mesh" exercise only works if everything is completely regularly-spaced and so on. Enjoy!
It would probably be easier to just use 4 planes, then 4 materials (one for each numeral,) which you swap in and out. Other approaches might squeeze out a little more speed, but I not much and you probably won't need it.
Moving around UVs can easily stretch your texture, flip it, repeat ... . But to have a "non-continuous" texture, like the four 1's, all of the interior verts would need to have been previously split in the modelling program. That's just a basic concept in unwrapping.
If you did that then you could code using
You could also write a custom shader, which would work for a 4-vert plane. For example,
answered Jul 31 '12 at 04:06 PM
So, I decided to make the mesh of my plane a bit simpler and made it only one cell rather than four cells.
It seems to work great, only the numeral '2' tile of my image appears on my plane when I play-test Unity.
So, if I come back to my previous four-cells plane example, it would be impossible to have the same results without adding more vertices (splitting) as Owen instructed?