Hey…can you use multiple UV channels with nodes in the BGE?..or is there a bug?
I can get it to work by using the texture splatting techniques used way back on Yo-Franky. Just blending two textures together with a mask and the mask using a different UV channel. That works great. (non-node based)
When I do this with nodes it does not work. It looks fine in the viewport but when I hit the P key the texture that I am mixing in usng a mask as a factor that uses a different UV channel, just disappears and only the underlying texture is left. If I use the same UV cnannel for both the textures and the mask, it works fine but that’s not what I want in this case. I want to tile my textures and blend them with a mask that does not tile.
Any thoughts on this?