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Question by lincore · Mar 09, 2015 at 11:53 AM · meshmaterialsrenderer

How does assigning materials to MeshRenderer.sharedMaterials work?

I am procedurally generating a cube mesh in the editor. Each of its faces can be enabled or disabled. Each enabled face is created as a separate submesh and materials are assigned to MeshRenderer.sharedMaterials accordingly. However, in MeshRenderer's inspector, materials does not reflect that assignment, whatever I manually assign does not change. This is the code I use:

 void updateMaterials(int meshcount) {        
         if (meshrenderer.sharedMaterials.Length != meshcount) {
             meshrenderer.sharedMaterials = new Material[meshcount];
         }
         int j = 0;
         for (int i = 0; i < faces.Length; i++) { // faces: bool[6], true when face exists
             if (faces[i]) {
                 meshrenderer.sharedMaterials[j] = materials[i];
                 Debug.Log(j.ToString() + ": " + materials[i].ToString());
                 // Output:
                 // 0: Floor (UnityEngine.Material)
                 // 1: Wall-bricks (UnityEngine.Material)
                 j++;
             }
         }        
     }

Does anybody know what I am doing wrong here? Thanks.

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avatar image hexagonius · Mar 09, 2015 at 04:51 PM 0
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I think you need to reverse order of assignment. First fill up a new array with the materials you need. Then override shared$$anonymous$$aterials with it. In your case, whenever you are assigning to an index of shared$$anonymous$$aterials, you're assigning to a returned copy, probably.

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Answer by maccabbe · Mar 09, 2015 at 05:23 PM

The reason this is not changing is because renderer.materials and renderer.sharedMaterials return a copy of the materials, even when assigning. That means the following line

 meshrenderer.sharedMaterials[j] = materials[i];

is the same as

 Material[]sharedMaterials=meshrenderer.sharedMaterials;
 sharedMaterials[j] = materials[i];

so you never assign the materials back to the renderer. You want to use something like the following

 void updateMaterials(int meshcount) 
     if(meshrenderer.sharedMaterials.Length!=meshcount) {
         meshrenderer.sharedMaterials=new Material[meshcount];
     }
     Material[] sharedMaterials=meshrenderer.sharedMaterials;
     int j=0;
     for(int i=0; i<faces.Length; i++) { // faces: bool[6], true when face exists
         if(faces[i]) {
             sharedMaterials[j]=materials[i];
             Debug.Log(j.ToString()+": "+materials[i].ToString());
             // Output:
             // 0: Floor (UnityEngine.Material)
             // 1: Wall-bricks (UnityEngine.Material)
             j++;
         }
     }
     meshrenderer.sharedMaterials=materials;
 }

http://docs.unity3d.com/ScriptReference/Renderer-sharedMaterials.html

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avatar image DezBoyle · Apr 28, 2020 at 12:11 AM 0
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Thank you so much!

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