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Question by dubiduboni_unity · Mar 11, 2019 at 07:26 AM · c#scripting problemshaderrenderingscript.

Why when changing the doors colors it's not changing anything ?

The script should change the color of the doors from red to green when unlocked:

Using a break point I see it's getting to the line:

 rend.material.color = unlockedColor;

But never change the color to green.

This is a screenshot example of one of the doors:

Door

 using System.Collections;
 using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 
 public class DoorsLockManager : MonoBehaviour
 {
     public bool lockDoors = false;
 
     private Renderer rend;
     private Shader unlitcolor;
     private List<GameObject> DoorShieldFXLocked = new List<GameObject>();
     private List<HoriDoorManager> _doors = new List<HoriDoorManager>();
 
     private void Start()
     {
         DoorShieldFXLocked = GameObject.FindGameObjectsWithTag("DoorShield").ToList();
 
         var doors = GameObject.FindGameObjectsWithTag("Door");
         foreach (var door in doors)
         {
             _doors.Add(door.GetComponent<HoriDoorManager>());
         }
 
         for (int i = 0; i < _doors.Count; i++)
         {
             if (lockDoors == true)
             {
                 LockDoor(i);
                 ChangeColors(Color.red, Color.green, i);
             }
             else
             {
                 UnlockDoor(i);
                 ChangeColors(Color.red, Color.green, i);
             }
         }
     }
 
     private void Update()
     {
         
     }
 
     private void ChangeMaterialSettings()
     {
         unlitcolor = Shader.Find("Unlit/ShieldFX");
         rend.material.shader = unlitcolor;
         //rend.material.SetFloat("_Metallic", 1);
     }
 
     private void ChangeColors(Color32 lockedColor, Color32 unlockedColor, int index)
     {
         rend = DoorShieldFXLocked[index].GetComponent<Renderer>();
         ChangeMaterialSettings();
         if (lockDoors == true)
         {
             rend.material.color = lockedColor;
         }
         else
         {
             rend.material.color = unlockedColor;
         }
     }
 
     public void LockDoor(int doorIndex)
     {
         _doors[doorIndex].ChangeLockState(true);
     }
     public void UnlockDoor(int doorIndex)
     {
         _doors[doorIndex].ChangeLockState(false);
     }
 }
 


doorscolors.jpg (287.7 kB)
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Best Answer

Answer by WarmedxMints · Mar 11, 2019 at 07:50 AM

You need to get the material, modify it and then apply it to the renderer. Also, you could change DoorShielfFXLocked to a list of renderers to and save yourself the cpu cycles of finding the renderer each time.

     private void Start()
     {
         //Put this in start and remove the ChangeMaterialSettings Method
         unlitcolor = Shader.Find("Unlit/ShieldFX");
         //...
     }

     private void ChangeColors(Color32 lockedColor, Color32 unlockedColor, int index)
     {
         var renderer = DoorShieldFXLocked[index].GetComponent<Renderer>();
 
         var material = renderer.material;
         material.shader = unlitcolor;      
 
         if (lockDoors == true)
         {
             material.color = lockedColor;
         }
         else
         {
             material.color = unlockedColor;
         }
 
         renderer.material = material;
     }
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