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You probably need to connect View Direction to the Negate node first, then connect Negate to the Cubemap
Cubemap[DIR] <-- Negate <-- View Direction
Cubemap[DIR] <-- Negate <-- View Direction
No, use the UV output instead of U and V :)
Also, set your shader to unlit and use only Emission - Diffuse is for things that should receive light from light sources :)
Cubemaps are sampled by the view reflection direction by default. Connect a Negate node into DIR of the cubemap, and then connect a View Direction node into the Negate node
Multiply the UVs by a value, such as 2 to make it tile twice, 0.5 to stretch it. Use a Vector2 to scale it differently on the U and V axes
Haha, no probs <3
This has now been implemented in Beta 0.26 :)
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