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Question by Hogge · Jan 03, 2018 at 08:12 PM · c#renderingmaterial

Change material during runtime?

I've been working on a small game that could be described as a bit of a crossover between Pacman and Flower. What I want to do is that as the player drives past buildings in the environment, said buildings light up. What I've been doing until now is that I replaced the prefabs, but this doesn't seem to be a particularly efficient way of doing so. So what I tried to do after that was to change the Emission parameter through code, something that Unity doesn't seem to support particularly well. So another idea I have now is to swap out the material entirely. But yet again, I don't know how to do so.

My code looks as follows:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class IlluminScript : MonoBehaviour {
     public Material LitMaterial;
     // Use this for initialization
     void Start () {
         
     }
     void OnTriggerEnter(Collider col) {
     if (col.gameObject.CompareTag ("ActiveZone")) {
 
 
     }
 }
     // Update is called once per frame
     void Update () {
         
     }
 }
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Answer by OneCept-Games · Jan 03, 2018 at 08:34 PM

If you want to replace the Material on a Mesh (3D Model), you can get the MeshRenderer component from your object, and provide a new material in your OnTriggerEnter callback:
using UnityEngine; using System.Collections;

 public class ExampleClass : MonoBehaviour {
     public Material material1;
     public Renderer rend;
     void Start() {
         rend = GetComponent<Renderer>();
     }
     void Update() {
         if (Input.GetButtonDown("Jump"))
                 rend.material = material1;
     }
 }
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avatar image Hogge · Jan 06, 2018 at 03:46 PM 0
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I tried this solution and it seems to work, although when I use my trigger system, nothing happens :/

avatar image OneCept-Games Hogge · Jan 06, 2018 at 04:55 PM 0
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Do you have a collider component on your object?

avatar image Hogge OneCept-Games · Jan 06, 2018 at 10:22 PM 0
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Yes, I do :)

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Answer by Ginxx009 · Jan 04, 2018 at 01:48 AM

Try this extension method

 public static void ChangeMaterial(this GameObject go, Material mat)
 {
     go.renderer.material = mat;
 }

Then you can call it by using

 if(hit.collider.gameObject.tag == "Colour1")
 {
      hit.gameObject.renderer.material.ChangeMaterial( Your Material );
 }

Here is another extension method for changing the color

 public static void ChangeColor(this Material mat, Color color)
 {
     mat.SetColor("_Color", color);      
 }

method that supports multi materials on the gameObject

 public static void ChangeColor(this GameObject go, Color color)
 {
     if(go.GetComponent<MeshRenderer>())
     {               
         Material[] materials = go.gameObject.renderer.materials;
 
         foreach(Material m in materials)
         {
             m.SetColor("_Color", color);
         }   
     }
 }

Finally to be more specific to your problem here is one final function for you

  public static void ChangeColor(GameObject[] gameObjects, Color color)
 {
     foreach(GameObject gameObject in GameObjects)
     {
     gameObject.renderer.material.ChangeColor( "Your Color" );
    }
 }

then you can call it like this:

 if(hit.collider.gameObject.tag == "Colour1")
 {
     GameObject[] _Colums = GameObject.FindGameObjectsWithTag("column");
     ChangeColor(_Colums, "Your Color");
 }



Here the source . Hope it helps :)

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