This is because the generated meshes have no UV values assigned to them. Need to unwrap the mesh once generated and calculate approximate UVs for it. Without this, rendering rules can't be used to texture an object to look like wood or brick.
Results may no allow for perfectly seamless texturing.
This can't be solved in c#. The best work around for this is to use triplanar mapping in a custom shader to map a texture to the sides, front and back as well as top and bottom of any given mesh.
This is because the generated meshes have no UV values assigned to them. Need to unwrap the mesh once generated and calculate approximate UVs for it. Without this, rendering rules can't be used to texture an object to look like wood or brick.
Results may no allow for perfectly seamless texturing.