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Question by soyeon9897 · Sep 26, 2018 at 07:02 AM · c#colorloopchange color

Material Colour Change, Loop

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class WhiteSheep : MonoBehaviour { public GameObject[] sheep; public GameObject[] trees;

 void Start()
 {
     int colour = getRandomInt(0, 2);

     if (colour == 1)
     {
         Renderer rend = GetComponent<Renderer>();
         //so we can access the colour

         rend.material.shader = Shader.Find("_Color");
         rend.material.SetColor("_Color", Color.red);

         rend.material.shader = Shader.Find("Specular");
         rend.material.SetColor("_SpecColor", Color.red);
         //Find the Specular shader and change its Color to red
     }

     else if (colour == 0)
     {
         Renderer rend = GetComponent<Renderer>();
         //so we can access the colour

         rend.material.shader = Shader.Find("_Color");
         rend.material.SetColor("_Color", Color.blue);

         rend.material.shader = Shader.Find("Specular");
         rend.material.SetColor("_SpecColor", Color.blue);
     }
 }

 private int getRandomInt(int start, int end)
 {
     float fRandom = Random.Range(start, end);
     int iRandom = Mathf.FloorToInt(fRandom);
     return iRandom;
 }


 private void OnCollisionEnter(Collision collision)
 {
     if (collision.collider.CompareTag ("Player"))
     {

         foreach (GameObject tree in trees)
         {
             Renderer rend = tree.GetComponent<Renderer>();

             rend.material.shader = Shader.Find("_Color");
             rend.material.SetColor("_Color", Color.magenta);

             rend.material.shader = Shader.Find("Specular");
             rend.material.SetColor("_SpecColor", Color.magenta);
         }
     }
 }

}

I want to make the colour change to be repeated by using a loop, but when I add a loop into the void Start, it happens too quick that I can't observe it happening. Is there any way slowing down the loop in Unity?

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Answer by UnityCoach · Sep 26, 2018 at 07:54 AM

3 solutions :

  1. Make Start a Coroutine

  2. Make Start call InvokeRepeating

  3. Use Update to increment a timer, using Time.deltaTime

Some suggestions :

  1. Keep a reference to the Renderer, don't use GetComponent each time

  2. Shader.Find returns a Shader to pass a Material constructor, not a property, not sure what you intend to do with Shader.Find("_Color");

  3. Accessing a Renderer's material returns a copy, thus creating a new instance. It's better if you can replace the material with a reference you already have.

  4. Random.Range already has an int version, no need to floor the result.

You can go with something in the lines of :

 public class MaterialSwitch : MonoBehaviour
 {
     Material[] materials = new Material[2];
     Renderer _renderer;
 
     void Awake ()
     {
         _renderer = GetComponent<Renderer>();
     }
 
     IEnumerator Start ()
     {
         WaitForSeconds wait = new WaitForSeconds(1f);
         while (true)
         {
             yield return wait;
             _renderer.material = materials[Random.Range(0,2)];
         }
     }
 }

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avatar image Casiell · Sep 26, 2018 at 09:41 AM 0
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Wait a moment, you can make Start a coroutine and it will be called by Unity like a regular Start?! That's a gamechanger, is it written somewhere?

avatar image viknesh2020 Casiell · Sep 26, 2018 at 10:04 AM 0
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You can refer it here: https://docs.unity3d.com/$$anonymous$$anual/Coroutines.html

avatar image Casiell viknesh2020 · Sep 26, 2018 at 10:48 AM 0
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I can't see anything about this in your link, sorry

avatar image UnityCoach Casiell · Sep 26, 2018 at 05:05 PM 0
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Yes, it's here, and there, and some other messages can also be coroutines, like OnTriggerEnter for example.

avatar image Casiell UnityCoach · Sep 26, 2018 at 08:47 PM 0
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Thanks a lot, that's an amazing piece of information, I can't believe I lived without it (no sarcasm here)

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avatar image soyeon9897 · Sep 26, 2018 at 10:04 AM 0
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Thank you so much! It works now!

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Answer by Casiell · Sep 26, 2018 at 07:57 AM

The code in Start will be executed during a single frame, that's why you can't see anything.

What you want to do is use a Coroutine. Create a coroutine, put your loop inside and in each iteration of your loop write a 'yield return'. Note that you can't coroutines like normal methods, you have to use StartCoroutine instead.

Example code:

 private void Start()
 {
     StartCoroutine(ChangeColors());
 }
 
 private IEnumerator ChangeColors()
 {
     foreach(Color c in colors)
     {
         tree.color = c;
         yield return new WaitForSeconds(1);
     }
 }


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avatar image soyeon9897 · Sep 26, 2018 at 10:04 AM 0
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Thank you it works now!

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