Is it possible that the UV is stretched automatically change the mesh in Blender?

I have the mesh, it is textured texture of paving slabs, you need to make many copies of this mesh and each copy must have its own unique dimensions, making these unique dimensions each copy you need to change the UV-mesh to re-texture went as it should, and I wondered, is there a way to automate the process of fitting the UV-mesh?
That is, I change the size of the mesh, and the program based on the size of UV and comparing them with the original size of the mesh and the new customize UV and so... about I represent this business at the software level and because I think that there should be such a function or maybe as a Supplement (plugin) is such a function from Blender-lovers?
April 4th 20 at 13:06
1 answer
April 4th 20 at 13:08
Generate texture coordinates directly in the Shader, safetywas the position of a Texel space.
In the node mapping adjust the size and position of the tiles.
I have the version of Blender "2.77", there exist some nodes with the screen, however they do already, sort of. Exported this preliminary result in Unity, and there does not lie the texture in Blender, probably because UV does not change, but the Blender node Unity, apparently, can not read. Is there anything to make it work in Unity? Maybe there is another technique that stretches the UV itself? - Chloe.Windl commented on April 4th 20 at 13:11
@Chloe.Windl, I should be updated, it is better to go to 2.8

To unity it was obvious these texture coordinates, we need your exporter to a format unity, and recorded them. Perhaps it will have to bake the coordinates in the uv-map. - winnifred_Price commented on April 4th 20 at 13:14
I don't know, never worked with it. You need to understand - Chloe.Windl commented on April 4th 20 at 13:17

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