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Question by rballard · Jul 16, 2018 at 06:40 PM · renderingmaterialemissionpingpong

Emission changes in script don't show in game

I have feature where the user should be able to highlight an object where the material's emission value is pingpong'd to make it pulse. Originally I did this through animators which worked, but I need to make it more modular so I'm trying to do it through script. My code is currently as follows:

 void Awake () {
         rend = GetComponent<SkinnedMeshRenderer>();
         foreach (Material mat in rend.materials)
         {
             mat.EnableKeyword("_EMISSION");
         }
     }
     
     // Update is called once per frame
     void Update () {
         foreach(Material mat in rend.materials)
         {
             float intensity = Mathf.PingPong(Time.time, 1);
             Color newColor = Color.yellow * intensity;
             mat.SetColor("_EmissionColor", newColor);
             mat.EnableKeyword("_EMISSION");
         }
     }


I've read a lot of posts about enabling the keyword before using it, but in the game and editor windows the emission doesn't show up at all. The weird thing is though, that if I click on the object in editor and expand the material's window, it will update the preview of the material for that frame. So it's obviously running the script and applying the change to emission at the material level, but those changes aren't reflected on the actual scene or game object level. Any ideas or similar experiences?

Here's some frames of toggling the material window:

alt text

alt text

clip1.png (158.2 kB)
clip2.png (142.9 kB)
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avatar image Fox_GAMING · Nov 28, 2020 at 09:12 PM 0
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Hi, were you ever able to solve this? I'm having the same issue.

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