Texture

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A Texture object applies a repeating texture to the face of a BasePart.

How does a Texture work?

A Texture will apply an image to the BasePart it is parented to. The surface this image is applied to is dependent on the FaceInstance.Face property. When the BasePart is resized, the image will repeat. The size of the repeating textures is determined by the Texture.StudsPerTileU and StudsPerTileV properties.


local texture = Instance.new("Texture")
texture.Texture = "http://www.roblox.com/asset/?id=732339893" -- roblox logo
-- 1x1 studs repeating texture
texture.StudsPerTileU = 1
texture.StudsPerTileV = 1

The image a Texture applies is determined by its Decal.Texture property. Images can be uploaded to Roblox provided they adhere to the community guidelines. For information on how to upload images, see Textures and Decals.

What is the difference between Textures and Decals?

The texture object is very similar to the Decal object. However, whereas the image applied by a Decal scales when the BasePart is resized, the image applied by a Texture repeats.

Repeating textures have a wide range of applications such as floor tiles and wall textures.

Alternatives to Textures

Although Decals have a wide variety of applications, in some cases developers may wish to pick one of the following classes instead.

  • For non repeating images Decal object should be used
  • To apply GUI elements, the SurfaceGui object should be used
  • If the effect of lighting on the image needs to be altered, the SurfaceGui object should be used

概要

屬性

屬性 繼承自 Decal屬性 繼承自 FaceInstance

屬性

OffsetStudsU

平行讀取

OffsetStudsU determines how far the rendered texture is offset on the horizontal axis in studs.

Example

In the screenshots above, a Part with a Texture is visible. On the left, OffsetStudsU/OffsetStudsV are both 0, so the rendered texture tiling aligns with the top-left corner of the part. On the right, both properties are set to 1 which causes the tiling to start in the center of the texture.

See also:

OffsetStudsV

平行讀取

OffsetStudsV determines how far the rendered texture is offset on the vertical axis in studs.

Example

In the screenshots above, a Part with a Texture is visible. On the left, OffsetStudsU/OffsetStudsV are both 0, so the rendered texture tiling aligns with the top-left corner of the part. On the right, both properties are set to 1 which causes the tiling to start in the center of the texture.

See also:

StudsPerTileU

平行讀取

Sets the horizontal size, in studs, of the tiled image applied by the Texture.

Larger values for this property will lead to the Texture appearing larger, and repeating less frequently. Unlike with Decals, the size of the repeated image is unaffected by the dimensions of the BasePart. Instead, resizing the BasePart only increases the number of times the texture repeats.

See the code snippet below for an example of how this property can be used.


local texture = Instance.new("Texture")
texture.Texture = "http://www.roblox.com/asset/?id=732339893" -- roblox logo
-- 1x1 studs repeating texture
texture.StudsPerTileU = 1
texture.StudsPerTileV = 1

Note:

  • This property can be set to very low values, but not zero
  • The horizontal / vertical distinction is relative to the BaseParts axis. Therefore, the Texture will rotate along with the BasePart.

StudsPerTileV

平行讀取

Sets the vertical size, in studs, of the tiled image applied by the Texture.

Larger values for this property will lead to the Texture appearing larger, and repeating less frequently. Unlike with Decals, the size of the repeated image is unaffected by the dimensions of the BasePart. Instead, resizing the BasePart only increases the number of times the texture repeats.

See the code snippet below for an example of how this property can be used.


local texture = Instance.new("Texture")
texture.Texture = "http://www.roblox.com/asset/?id=732339893" -- roblox logo
-- 1x1 studs repeating texture
texture.StudsPerTileU = 1
texture.StudsPerTileV = 1

Note:

  • This property can be set to very low values, but not zero
  • The horizontal / vertical distinction is relative to the BaseParts axis. Therefore, the Texture will rotate along with the BasePart.

方法

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