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Question by Fires · Jun 01, 2011 at 01:47 PM · sharedmaterial

Can't set sharedmaterials

So recently I've been trying to add some basic optimization to my code by using using a shared material. I've got my code working originally with a non shared one by using the line:

 tempFace.GetComponent(MeshRenderer).material.SetTexture("_MainTex", Resources.Load(type, Texture2D));

I've tried to change this to:

 tempFace.GetComponent(MeshRenderer).sharedMaterial.SetTexture("_MainTex", Resources.Load(type, Texture2D));

But all I got was a null reference exception. Can anybody point out as to what I'm doing wrong here?

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Answer by kirpigiller · Jun 01, 2011 at 02:21 PM

Is that sharedMaterial created? sharedMaterial is null?

Check you have implemented smth like this::

MeshRenderer mr = tempFace.GetComponent(MeshRenderer) as MeshRenderer;
mr.sharedMaterial = new Material(Shader.Find("MyShader"));
mr.sharedMaterial.SetTexture(.....

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avatar image Fires · Jun 01, 2011 at 04:29 PM 0
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Yes this works. The materials are no longer being instantiated, and are being shared ins$$anonymous$$d. Now the only thing left is to figure out why dynamic batching is still not working.

avatar image MountDoomTeam · Sep 04, 2012 at 07:32 AM 0
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Did the batching work when you had just one material for all the batched objects? because i eventually got batching working first as a test with just one texture on all objects without setting shared texture, but when i change the offset and scale of the texture on individual meshes it doesnt batch.

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