Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by admmalan · Jun 25, 2019 at 09:03 PM · c#arrayvariablematerialsincrement

How can I use the same script on multiple objects without conflicting variables.

Hi, I've made a script that attaches an array of materials to an object. When you click the object, the next material in the array shows up. You can add the script to multiple objects, each with a unique array of materials. Problem is I've used an integer iteration to cycle through the arrays. So when I click on any object it does change to the next material, but it changes to the next material on all the objects.

See code below:

  public class MaterialChangeOnClick : MonoBehaviour
     {
         public Material[] material;
         private int nextMat = 1;
         Renderer rend;
     
         void Start()
         {
             rend = GetComponent<Renderer>();
             rend.enabled = true;
             rend.sharedMaterial = material[0];
     
         }
     
         void Update()
         {             
             if (Input.GetMouseButtonDown(0))
             {
                 int layerMask = 1 << 10;
                 layerMask = ~layerMask;
     
                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 RaycastHit hit;
     
                 if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask))
                 {
                     GetComponent<Renderer>().material = material[nextMat];
     
                     Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
                     Debug.Log("Did Hit");
     
                     nextMat = nextMat + 1;
                                  
                 }
     
                 if (nextMat == material.Length)
                 {
                     nextMat = 0;
                 }
     
             }
         }
     }

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image admmalan · Jun 25, 2019 at 09:06 PM 0
Share

Here's the script I cobbled together from a few different tutorials and ad libs:

 public class $$anonymous$$aterialChangeOnClick : $$anonymous$$onoBehaviour
 {
     public $$anonymous$$aterial[] material;
     private int next$$anonymous$$at = 1;
     Renderer rend;
 
     void Start()
     {
         rend = GetComponent<Renderer>();
         rend.enabled = true;
         rend.shared$$anonymous$$aterial = material[0];
 
     }
 
     void Update()
     {             
         if (Input.Get$$anonymous$$ouseButtonDown(0))
         {
             int layer$$anonymous$$ask = 1 << 10;
             layer$$anonymous$$ask = ~layer$$anonymous$$ask;
 
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
 
             if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, $$anonymous$$athf.Infinity, layer$$anonymous$$ask))
             {
                 GetComponent<Renderer>().material = material[next$$anonymous$$at];
 
                 Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
                 Debug.Log("Did Hit");
 
                 next$$anonymous$$at = next$$anonymous$$at + 1;
                              
             }
 
             if (next$$anonymous$$at == material.Length)
             {
                 next$$anonymous$$at = 0;
             }
 
         }
     }
 }
 

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Cornelis-de-Jager · Jun 25, 2019 at 09:38 PM

Hi @admmalan, the issue in your script is how you do the check condition for RayCasting. Currently all your scripts run and all return true for the ray hitting. That in turn makes them all switch. Nothing to do with the actual array itself. Read the notes below, but also have a look at how the raycast function was done. Because you create a Ray but never use it. Which is your script is failing.


Even if you do fix this issue, you are still doing it in a very computationally expensive way. Because say you have 100 objects, every time you click all 100 objects will need to do a raycast and check for the condition. This will quickly get out of control and just kill performance. Below I have written a solution in two scripts. These scripts will fix the issue you are having AND optimise the process so only one function is executed on every click.


The idea behind it is you have two types of scripts.

  • ObjectOnClickEvents : This will control the click events, attach this to one object only (like camera or player)

  • ObjectMaterial : This will go on all the objects you want to have materials on. Basically it will replace the script you have now.


    ObjectMaterial

       // Object Material Script
         // Attach to objects
         public class ObjectMaterial : MonoBehaviour {
             
             public Material[] material;
             Render rend;
             
             void Start()
             {
                 rend = GetComponent<Renderer>();
                 rend.enabled = true;
                 rend.sharedMaterial = material[0]; 
             }
             
             public void NextMaterial() {
                 // Change to the next material
                 rend.material = material[nextMat];
                 
                 // Increase the material
                 nextMat = nextMat + 1;
                 
                 // Reset if neccecary
                 if (nextMat == material.Length)
                     nextMat = 0;
             }
         }
    
    

    ObjectOnClickEvents

       // Controller Script
         // Attach to Player/Camera
         public class ObjectOnClickEvents : MonoBehaviour {
             void Update()
             {             
                 // Handle on click events for materials changing materials
                 HandleMaterialChangeOnClick();
                 
                 // Other on click events
                 /* ... */
             }
             
             void HandleMaterialChangeOnClick () {
                 if (Input.GetMouseButtonDown(0)){
                     int layerMask = 1 << 10;
                     layerMask = ~layerMask;
          
                     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                     RaycastHit hit;
                     
                     if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask)){
                         // Check to see if the object has a ObjectMaterial script
                         var objMat = hit.transform.GetComponent<ObjectMaterial>();
                         
                         // Change the material
                         if (objMat != null)
                             objMat.NextMaterial();
                     }
                 }
             }
         }
     
    
    
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by admmalan · Jun 25, 2019 at 10:21 PM

Thanks for the reply! I think I understand what you're suggesting and it makes sense. I'll try implement it and see if I can get it to work.

edit: yep it worked great. and it did improve performance quite a notably. Thank you!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

642 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how to get a variable like Layermask but for tags 2 Answers

How to assign variables to each GameObject in an array 1 Answer

C# Make array based on script variable 1 Answer

Perform Action Foreach Variable of a Specific INT in an Array C# 2 Answers

SVG asset variable 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges