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Question by TheDawningLegend · Nov 15, 2017 at 04:13 AM · c#texturematerialmaterialsrenderer

Having a problem with the second material (on the same renderer)

Hello, I am working on a character creation and I encountered a problem on my eye system. So I am using two materials (iris and pupil) on the same renderer, but when I try to access the second by script, I get a range error. Here's what the code looks like :

 public int pupil;
     public void SetPupil (int pupil) {
         if (PhotonNetwork.connected) 
             gameObject.GetPhotonView ().RPC ("SetPupil", PhotonTargets.AllBuffered, (float)pupil);
         else 
             SetPupil ((float)pupil);
     }
     [PunRPC] void SetPupil (float pupil) {
         this.pupil = (int)pupil;
         Texture texture = Resources.Load ("Customization/Pupil/" + pupil) as Texture;
         SearchForEyes ();
         rightEye.Find ("Eye Outer").GetComponent<Renderer> ().materials[1].mainTexture = texture;
         leftEye.Find ("Eye Outer").GetComponent<Renderer> ().materials[1].mainTexture = texture;
     }
 
     public Color pupilColor;
     public void SetPupilColor (Color pupilColor) {
         if (PhotonNetwork.connected)
             gameObject.GetPhotonView().RPC("SetPupilColor", PhotonTargets.AllBuffered, pupilColor.r, pupilColor.g, pupilColor.b);
         else
             SetPupilColor (pupilColor.r, pupilColor.g, pupilColor.b);
     }
     [PunRPC] void SetPupilColor (float r, float g, float b) {
         this.pupilColor = new Color(r, g, b);
         SearchForEyes ();
         rightEye.GetChild(1).GetComponentInChildren<Renderer> ().materials[1].color = this.pupilColor;
         leftEye.GetChild(1).GetComponentInChildren<Renderer> ().materials[1].color = this.pupilColor;
     }
 
     public int iris;
     public void SetIris (int iris) {
         if (PhotonNetwork.connected) 
             gameObject.GetPhotonView ().RPC ("SetIris", PhotonTargets.AllBuffered, (float)iris);
         else 
             SetIris ((float)iris);
     }
     [PunRPC] void SetIris (float iris) {
         this.iris = (int)iris;
         Texture texture = Resources.Load ("Customization/Iris/" + iris) as Texture;
         SearchForEyes ();
         rightEye.Find ("Eye Outer").GetComponent<Renderer> ().materials[0].mainTexture = texture;
         leftEye.Find ("Eye Outer").GetComponent<Renderer> ().materials[0].mainTexture = texture;
     }
 
     public Color irisColor;
     public void SetIrisColor (Color irisColor) {
         if (PhotonNetwork.connected)
             gameObject.GetPhotonView().RPC("SetIrisColor", PhotonTargets.AllBuffered, irisColor.r, irisColor.g, irisColor.b);
         else
             SetIrisColor (irisColor.r, irisColor.g, irisColor.b);
     }
     [PunRPC] void SetIrisColor (float r, float g, float b) {
         this.irisColor = new Color(r, g, b);
         SearchForEyes ();
         rightEye.GetChild(1).GetComponentInChildren<Renderer> ().materials[0].color = this.irisColor;
         leftEye.GetChild(1).GetComponentInChildren<Renderer> ().materials[0].color = this.irisColor;
     }

As you can see the code is quite long, but the error is in these four lines :

         rightEye.GetChild(1).GetComponent<Renderer> ().materials[1].mainTexture = texture;
         leftEye.GetChild(1).GetComponent<Renderer> ().materials[1].mainTexture = texture;
         rightEye.GetChild(1).GetComponent<Renderer> ().materials[1].color = this.pupilColor;
         leftEye.GetChild(1).GetComponent<Renderer> ().materials[1].color = this.pupilColor;

That means it is really when try to access the second material. I made sure the second material really exist on the GameObject. How can I solve this? Thank you for your time!

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