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Question by KitoCode · Mar 23, 2020 at 02:15 PM · texturematerialrenderer

Sharing texture a cross multiple objects?

I am trying to during run-time change the texture on an object. But I am having issues. When I only have one object. The animation is great! but as soon as i introduce a 2nd object, they seem to get confused with which texture to use?

This is the script that gets called in LateUpdate

 public void UpdateImage(Texture2D pTexture, Vector2Int pSpriteSize)
 {
     if (spriteMesh == null)
         return;

     if(spriteMesh.texture != pTexture)
         spriteMesh.texture = pTexture;

     int uvTileX = (int)pTexture.width / (int)pSpriteSize.x;
     int uvTileY = (int)pTexture.height / (int)pSpriteSize.y;

     // Calculate index based on FPS and our timeScale
     int _index = (int)(Time.timeSinceLevelLoad * fps) % (pSpriteSize.x * pSpriteSize.y);

     // split into horizontal and vertical index
     int uIndex = 0;

     //This will create an instant character image switch when the player rotates the player around the player.  
     // There used to be a noticable pause in changing the image
     if(forceAnimate == false)
         if(prevIndex == _index)    
             return;

     //Are we animating?  If so then update the uIndex
     if(IsAnimating == true) 
     {
         uIndex = _index % uvTileX;
         forceAnimate = IsAnimating;
     }

     //If at anypoint our forceAnimate is false, do NOT update the mesh
     if(forceAnimate == false)
         return;

     forceAnimate = false;
     prevIndex = _index;

     renderer.sharedMaterial.mainTexture = pTexture;
     
     meshFilter.mesh=null;
     meshFilter.mesh=spriteMesh.DrawMesh3D(new Vector2Int((uIndex)* pTexture.width/ uvTileX, (3-(int)currentDirection)* pTexture.height/ uvTileY), new Vector2Int(pTexture.width/ uvTileX, pTexture.height/ uvTileY));    
 }

The mesh renders just fine. Its the texture on the material that seems to be screwing up.

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Answer by KitoCode · Mar 23, 2020 at 02:22 PM

renderer.sharedmaterial.mainTexture = character.CurrentState.SpriteSheet; duh.... ooops

solution : renderer.material.mainTexture = character.CurrentState.SpriteSheet;

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