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Question by Daniel-Everland · Oct 09, 2013 at 03:28 PM · c#material color

Color looks different in build than in editor - C#

alt text

The color of the gameobject is controlled by the following script.

 using UnityEngine;
 using System.Collections;
 
 public class RangeScript : MonoBehaviour {
     //Public variables
         
     //Private variables
         
     //Visible private variables
     
     void Update()
     {
         //Changes visual radius of visualizer
         TurretScript turretScript = transform.parent.GetComponent<TurretScript>();
         transform.localScale = new Vector3(turretScript.Range, 0, turretScript.Range) / 10;
         
         
         //FIX: Find a better way to check turrets element. This looks stupid.
         //Changes color depending on turrets element
         if (turretScript.Element == TurretScript.ElementType.Earth)
         {
             renderer.material.color = new Color(0.4f, 0.2f, 0);
         }
         if (turretScript.Element == TurretScript.ElementType.Fire)
         {
             renderer.material.color = Color.red;
         }
         if (turretScript.Element == TurretScript.ElementType.Water)
         {
             renderer.material.color = Color.blue;
         }
     }
 }
 


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avatar image Hoeloe · Oct 09, 2013 at 03:36 PM 0
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What shader are you using on the material?

avatar image Inkinsarto · Oct 09, 2013 at 04:04 PM 0
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Could it have anything to do with the average settings of the phone, or the brightness?

avatar image clunk47 · Oct 09, 2013 at 04:19 PM 0
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Are you using any image effects, have you tried adjusting Ambient Light in Render Settings, is Fog disabled, have you tried removing your script that effects the colors at runtime? What about your monitor's settings? Perhaps the brightness or contrast on your monitor needs adjusted? Different devices with different displays do sometimes have some differences with hue, saturation.... Just some ideas.

avatar image Daniel-Everland · Oct 09, 2013 at 06:01 PM 0
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@Hoeloe It's using a simple transparent/diffuse shader.

@Clunk47 I haven't done anything special to the lighting, and it fog has been disabled. It doesn't have anything to do with any kind of settings on either of the screens, as the colors function correctly when viewing them on my phone through the remote. Additionally, I did try to manually change the color of the GO through the inspector, make a build of that and run it on my phone which looked just fine. For whatever reason it's linked to the code itself.

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