title: Unity3D - Make texture edges not stretch
body: <p>I've been searching around for this one for a bit, and unfortunately I can't seem to find any good, consistent results.  So, in the Unity UI system, buttons can stretch without becoming pixelated or distorted.  This is because the texture is split up into 9 parts - the corners, middle, and sides.</p>
  
  <p><a href="https://i.stack.imgur.com/dVrot.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/dVrot.png" alt="enter image description here"></a></p>
  
  <p>This works because the button's middle and sides are stretched, but not the corners.  Then, the button appears not pixelated, at any dimension.</p>
  
  <hr>
  
  <p>So, the question is as follows: How can I do the same thing for a transparent, unlit texture in 3D space?  I have a speech bubble texture on a flat plane that I know how to re-scale to fit the text in the speech bubble.</p>
  
  <p>I've set the texture type to Multiple Sprite, and divided it up into 9 parts.  However, I cannot seem to find where I can set the texture to act like the UI button does, and I'm not sure that this is even possible in this way in 3D space.</p>
  
  <p><a href="https://i.stack.imgur.com/bm8oM.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/bm8oM.png" alt="Viewing the speech bubble object"></a>
  <a href="https://i.stack.imgur.com/4L3re.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/4L3re.png" alt="Viewing the speech bubble sprite"></a></p>
  
  <p>Is there a way, or should I just make the different parts of the texture different objects, and move them together?  That would seem very inefficient and ugly compared to this.</p>