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Question by szpaq234 · Apr 05, 2016 at 02:53 AM · scripting problemmaterialsassets

How to assign existing material to an object ?

I know how to access object's material list:

 obj.GetComponent<MeshRenderer>().material = ???

However, what should go in ??? The material already exists in my Assets folder as .mat file. I run this script in editor NOT at runtime. The result should be equivalent to manually (with mouse clicks) assigning material in Inspector->MeshRenderer. Resources.Load is the weirdest function I have seen so far and I don't want to use it. AssetDatabase.LoadAssetAtPathdoesn't work.

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Answer by TBruce · Apr 05, 2016 at 03:31 AM

@szpaq234 The method below will load the material named "MyMaterial" which is located in your "Assets/Resources/Materials/" folder.

     void LoadMaterial ()
     {
         private string materialName = "MyMaterial";
 
         Material m = Resources.Load<Material>("Materials/" + materialName) as Material;
         Material[] materials = GetComponent<MeshRenderer>().materials;
         
         if (materials.Length > 0)
         {
             materials[0] = m;
             GetComponent<MeshRenderer>().materials = materials;
         }
     }
 
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avatar image szpaq234 · Apr 05, 2016 at 04:09 AM 0
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Is there a way to bypass this "Resource" thingy ? The project is big and distributed and this would totally mess up everything.

avatar image TBruce szpaq234 · Apr 05, 2016 at 04:49 AM 0
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If you do not want to assign $$anonymous$$eshRenderer.materials[0] in the editor you can create a public variable and assign it at run time.

public $$anonymous$$aterial my$$anonymous$$aterial;

void Load$$anonymous$$aterial () { if (my$$anonymous$$aterial != null) { material = my$$anonymous$$aterial; GetComponent<$$anonymous$$eshRenderer>().material = material; } }

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