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Question by VVubbas · May 04, 2019 at 01:49 AM · c#prefabbuild-errormaterialsmaterial color

Changing the color of a material during runtime (works in editor, not build)

So, I've got this scene for customizing the color of your player: Screenshot .

The player is a prefab that is instantiated in the game scene when it runs, and the materials I am editing in this scene belong to the prefab.

.

When I try it out in the editor, it works perfectly. it saves all of the colors correctly when the game is played, but when I build the game, I try to edit the player, but as soon as I switch scenes to the game, the colors revert to what they originally were.

.

Here is my code:

.

     public Renderer Player;
     public int Index;
     public Color ResetColor;
     public Slider Red;
     public Slider Green;
     public Slider Blue;
     public RawImage bg;
     
     private Color color;
     void Start(){
         color = Player.sharedMaterials[Index].color;
         Red.value = color.r;
         Green.value = color.g;
         Blue.value = color.b;
     }
     public void Reset(){
         Red.value = ResetColor.r;
         Green.value = ResetColor.g;
         Blue.value = ResetColor.b;
         color = ResetColor;
     }
     void Update(){
         bg.color = color;
         color.r = Red.value;
         color.g = Green.value;
         color.b = Blue.value;
         Player.sharedMaterials[Index].color = color;
     }

.

There is a ColorScript for every body part I am editing, and the public variables are set correctly. Player is the prefab, and I am using sharedMaterials because of that. I just don't understand why it works in the editor but not in the build. Can somebody please help me?

Thanks...

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Answer by PlanarBit · May 04, 2019 at 06:44 PM

The reason is that by modifying sharedMaterial you modify material asset itself. You can verify this by inspecting your material after exiting play mode.

This is non-intuitive and strange at first but has very useful applications.
To start with, here is a simple rule to remember:
When run in Editor: All asset changes are preserved.
When run built player: Assets are read-only.

Also, take a look at documentation.

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avatar image VVubbas · May 29, 2019 at 04:38 AM 0
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Thank you for the answer, I understand my problem more clearly now.

So would the best solution be to create a new material every time you save your new color? Would that be too hard on the computer/load time? Is this even possible? Is there a different way to go about it that I'm not thinking of? Thank you very much for your help.

avatar image Pangamini VVubbas · May 29, 2019 at 11:35 AM 0
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I dont see you attempting to save the material color to be preserved between game runs. Is that what you want to achieve?

avatar image Pangamini · May 29, 2019 at 11:34 AM 0
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I would not say they are read only - the runtime assets can indeed be written, they are just not preserved when you quit the application

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