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Question by zero_equals_zero · Jun 09, 2015 at 01:56 PM · materialrandommaterialsmaterial renderer

Random Material in specific multiple materials element

Hello

This is bugging me for a while now. How can i load in a random Material on Start in the second element of my materials?

The gameObject has 3 materials, in the renderer slots under materials.

There is simply no way that I can target the last or any specific array element and pass a random material to it. The code snippet is attached to the gameobject which has a meshrenderer. And the materials are dragged in the slot.

I need this because my gameobjects have different uv mapped materials. When I press play I can see my material in the second slot is still the same, but it has ( instanciated ) behind it.

Aka no random material, How can i make this work please?

 void Start ()  {
         rend = GetComponent<Renderer>();
 
         int randomInt = Random.Range (0, randomMaterials.Length);
 
 
         //rend.sharedMaterials[ 2 ] = randomMaterials [randomInt];
 
         int lng = rend.materials.Length;
 
         int range = gameObject.GetComponent<Renderer>().materials.Length;
         //print ("range = " + range);
         for (int m = 0; m < range; m++)
         {
 
             if(m == 2){
                 gameObject.GetComponent<Renderer>().materials[m] = randomMaterials[ randomInt ];
                 print ("m = " + m + " range = " + range + " randomInt " + randomInt);
             }
         }

Many thanks

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Answer by jenci1990 · Jun 10, 2015 at 03:31 AM

You need a temp variable of materials:

 Material[] mats =gameObject.GetComponent<Renderer>().materials;
 mats[2] = randomMaterials[ randomInt ];
 
 // if you want to refresh materials, you need assign the new materials array:
 gameObject.GetComponent<Renderer>().materials = mats;
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