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Question by kschieck · Mar 09, 2015 at 02:10 AM · c#androidtexturematerial

Unity5.0 material not assigned on android

I dynamically assign a gameobject's texture to randomly generate different cars with the same texture. Here's how I do it within my script (C#):

 car.GetComponentInChildren<MeshRenderer>().GetComponent<Renderer>().material.mainTexture = mTexture;

This code worked in unity 4.4, but when I updated to unity 5.0 it stopped working. It also works in the editor, but just not when I build onto my android phone. Instead I get the pink missing texture color thing.

Is there another way to accomplish what I want to do? or is there a fix to the way I am doing it?

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Answer by kschieck · Mar 10, 2015 at 05:27 PM

Turns out it was because I was setting the texture when I should have been setting the material. I created a material with a legacy shader (for now) that contains a mainTexture attribute and set that.

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