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Question by Ali-Nagori · Mar 15, 2013 at 06:01 PM · erroreditormaterialsrendererleak

Changing the materials in Editor Mode Without Getting the leak Error

is there is any way to change the materials by code at editor time without countering this error

Instantiating material due to calling renderer.material during edit mode. This will leak materials into the scene. You most likely want to use renderer.sharedMaterial instead

in most cases i generate temp material this way

 Material m = new Material(Shader.Find(SHADER_NAME));
 
 or 
 
 renderer.material = new Material(Shader.Find(SHADER_NAME));
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Answer by Ali-Nagori · Dec 31, 2013 at 09:01 AM

going to answer my own question , so it might help if any one else has the same issue

just use the sharedMaterial instead

and for case of array of materials for single object define a new array of materials make changes to it then assign it as objects shared materals

  Material[] faceMaterials = new
 > Material[4];
 >             faceMaterials[0] = matSetup( Color.white, faceTexture,
 > facialTexture);
 > 
 >             faceMaterials[0].name = "Face";    
 >             faceMaterials[1] = matSetup(Color.white ,eyeTexture);
 > 
 >             faceMaterials[1].name = "Eyes";
 > 
 >             faceMaterials[2] = matSetup(Color.white ,null);    
 >             faceMaterials[2].name = "Teeth";    
 >             faceMaterials[3] = matSetup(new Color(0.933f , 0.731f ,
 > 0.731f , 1) ,null);    
 >             faceMaterials[3].name = "Toungh";    
 >             Facetransform.renderer.sharedMaterials = faceMaterials;
 
 
 -----------------------
 
     Material matSetup(Color col , Texture tex)
     {
        Material mat = new Material(Shader.Find("Diffuse"));
        mat.SetColor("_Color",col);
        mat.SetTexture("_MainTex",Resources.Load(tex) as  Texture);
        return mat;
     }
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avatar image Lichemperor · Jul 27, 2020 at 12:40 PM 0
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This worked brilliantly!

I was struggling to find a solution to this that actually fit my problem; but swapping out the array worked a treat.

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Answer by janivarattensi · Feb 15, 2016 at 04:11 PM

Thank you for posting your solution! I was having a similar problem. Assigning a new array to sharedMaterials instead of altering the existing one solved my problem :)

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Answer by IgorAherne · May 17, 2018 at 03:39 PM

I was looking for something more like: http://answers.unity.com/answers/322397/view.html

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