Material Change: Tiling Applied – Use Texture ID for UV Mapping

Due to strong demand for reusable tiled materials, we’ve updated materials to now use tiling by default.

If you want to avoid tiling and use UV mapping instead, you will need to make use of the TextureID property of the mesh part.

As a result, non-tiled PBR materials are currently not supported, and will likely remain unavailable until SurfaceAppearance or similar functionality is implemented in the future.

Thank you for your understanding!
— OVERDARE Studio Team