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Question by danielheinz · Aug 06, 2020 at 11:30 PM · materialmaterialsrenderermesh renderer

How do I change the material of a prefab when it is not in the hierarchy?

Hey, I am building an AR app using AR Foundation but got stuck with changing the material of my model during runtime by pressing a button.

The script below works perfectly fine when I attach it to my model and then create buttons with OnClick() Events to access the specific material WHEN my model is in the hierarchy.

But I don't want it to stay in the hierarchy because otherwise it will constantly show up in AR. If I remove it from the hierarchy, the OnClick() is obviously missing a prefab.

So I need to have the possibility to still change materials from button clicks but without my model staying in the hierarchy. I think "AddListener" could be a solution, but I don't really know how to edit the script in order to make it work. With AddListener I wouldn't have to use OnClick().

Can anyone please show me the solution?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class ChangeColor : MonoBehaviour
 {
    
 public Material[] material;
 Material setMaterial;
 Renderer rend;
 
 void Start()
 {
     rend = GetComponent<Renderer>();
     rend.enabled=true;
 }
 
 void Update()
 {
 
 }
 
 public void GreyMaterial()
 {
    rend.sharedMaterial = material[0];
    setMaterial = rend.material;
 }
 
 public void YellowMaterial()
 {
     rend.sharedMaterial = material[1];
     setMaterial = rend.material;
 }
 
 public void RedMaterial()
 {
     rend.sharedMaterial = material[2];
     setMaterial = rend.material;
 }
 
 }
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