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Question by TaylorAnderson · Dec 20, 2013 at 08:03 PM · spritecolortrail renderer

Trying to set trail renderer color through material is acting strange

So I have a trail renderer whos color I want to change in code dynamically depending on a certain variable. I figured out from an answer on here that I can give the trail a material and change the color in that way--this is working (sort of). The problem I'm having is a really strange one -- the object that has a trail also has a circle sprite, whose color I'm trying to set to the exact same color as the trail. Here's my code:

 void Update () 
 {
     if (Global.yearPassed && (currentColor+1) < Global.ages.Length)
         currentColor++;



     sprRenderer.color = Global.ages[currentColor];
     trail.material.SetColor("_TintColor", Global.ages[currentColor]);

Like I said, this code SORT OF works. Here's the problem: I'm pulling the colors from an array of colors declared in a static class somewhere else. For some reason, the trail's color and the sprite's color seem to be pulling from different parts of the array at certain points--even though as you can clearly see, I'm trying to give them the exact same color. I have no idea why this is happening. Any ideas would be greatly appreciated.

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avatar image robertbu · Dec 20, 2013 at 08:11 PM 0
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I assume currentColor is static? If both scripts increment the color, then they will not be the same.

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