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Texture Atlasing

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I want to combine a bunch of textures into one material, then use that material for multiple gameobjects so they will batch. However, if I use material offsets to do this, it creates a copy of the material for each object, thus no batching. I noticed that imported meshes use a skinned mesh renderer, which looks like it uses Bounds to achieve the effect I'm looking for. However, I think you can only use that with imported objects. In other words, instead of having eyes, a nose, and a mouth all on one texture, I want 5 different 2d buildings. Edit: I thought that SetTextureOffset changed the UVs. Apparently I need to use the method suggested by The comments below. Thanks guys!

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