Oh, it slides off, not being attached at either end.
There’s a problem with that, such as a tiled floor, with a small threshold (separator) between rooms.
This is why I’ve done the least texturing I can get away with.
There still aren’t solutions as that could do what the 20-year old game editor GTKRadiant could do, as far as automatic fit n-copies onto a surface, as well as automatic uv n-copies onto a nurbed surface. These are powerful tools. I suspect that they havn’t been added because people haven’t tried them. Though, with that stated the ordinary non-nurb texturing on planar surfaces is very rudimentary, and sophisticated programming techniques were needed to recalculate the new texture texture position after translations, apparently locking the texture on the surface from the user’s take on things. The automatic uv n-copy on a Nurb was way powerful. If you have seen cables, pipes, and arches in later Doom and Quake games, these carved and meandering Nurbs were textured properly in a few seconds each–without unwrapping.
The decals and unwrap are great in Rhino, though, exceptional for a CAD/Design program.
Thank you for the reply.