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Question by oliver-jones · Apr 18, 2014 at 07:31 PM · materialrendererskinshared

Dynamically Replace SkinnedMesh Materials

I have a character that has a SkinnedMesh Renderer attached to it with multiple materials applied. I want to change these dynamically via code, but I can't seem to get it right:

This only changes the first material applied:

 unitColours.objectsBody.renderer.material = unitColours.redTexture.body;

This doesn't do anything:

 unitColours.objectsBody.renderer.materials[0] = unitColours.redTexture.body;
 unitColours.objectsBody.renderer.materials[1] = unitColours.redTexture.pack;

This doesn't do anything, either:

 unitColours.objectsBody.renderer.sharedMaterials[0] = unitColours.redTexture.body;
 unitColours.objectsBody.renderer.sharedMaterials[1] = unitColours.redTexture.pack;

Nor this:

 unitColours.objectsBody.GetComponent(SkinnedMeshRenderer).materials[0] = unitColours.redTexture.body;
 unitColours.objectsBody.GetComponent(SkinnedMeshRenderer).materials[1] = unitColours.redTexture.pack;

A Screenshot of the inspector:

alt text

Any ideas how I can dynamically change the material elements? Thanks

screen shot 2014-04-18 at 20.30.12.png (44.1 kB)
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avatar image oliver-jones · Apr 24, 2014 at 04:16 PM 0
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avatar image Tarlius · Apr 28, 2014 at 11:24 AM 0
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Have you checked all the calling code and the references?

Or maybe you have other code undoing the changes?

avatar image jamesflowerdew · Apr 28, 2014 at 11:52 AM 0
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have you tried making a mew $$anonymous$$aterial[], populating it and then pushing it back on? renderer.materials=new $$anonymous$$aterial[]{mymaterial1,mymaterial2};

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Answer by Westbang · Jun 14, 2020 at 03:58 PM

Use this Function:

 void set_skinned_mat(string obj_name, int Mat_Nr, Material Mat)
   {
     GameObject obj = GameObject.Find(obj_name);
 
     SkinnedMeshRenderer renderer = obj.GetComponentInChildren<SkinnedMeshRenderer>();
 
     Material[] mats = renderer.materials;
 
     mats[Mat_Nr] = Mat;
 
     renderer.materials = mats;
   }


and use the Function like:

 set_skinned_mat("Pilot1", 1, Material1);
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Answer by miragetech · Feb 10, 2016 at 05:39 PM

I had the same problem and this solution worked for me: http://answers.unity3d.com/questions/175370/renderermaterials-not-working.html You need to assign the "materials" array as a whole. Otherwise, it won't work.

Regards, Salvador

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