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Question by Mikhailzrick · Apr 25, 2021 at 07:19 AM · renderingfpsmaterials

fps pickup change gun material

So I've got a FPS I'm working on, and have a pickup that multiplies damage for a set time. I've got all the code working for it and now I'm trying to implement a visual indicator kind of like the UT damage amplifier pickup where there's what looks like an additional material over the gun with a cool effect. alt text


But I'm not real sure how to implement this effect. My guns are low poly and have several materials on them for each color. When starting the game, or picking up another weapon, the gun gameobjects get added to a parent empty object that's just used to store their location for the FPS camera I have setup.


Have the powerup object script grab each renderer from the parent empty object for the guns and have each gun have a separate mesh renderer that gets turned on and off with a bool? Or change the material of each gun? Not sure really how to do it, or what the best way to do it is.


Any suggestions appreciated!

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