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Question by Loorden · Apr 24, 2017 at 05:10 AM · materialsrendererskinned mesh renderermaterial renderer

Change material in runtime

Okey, so I've been on this problem for ages now. I'm trying to change a material on my character in runtime, while playing. But everytime I change it by script, the 'starting material' that was originaly on the GameObject, get's instanced and it won't change to the new one I'm trying to put on it (see picture below).

I have to use .materials since it's Element 1 I want to change, and not Element 0, since using .material only changes Element 0.

I've tried to use 'sharedMaterials[1]' as well, nothing that helped.

     public Material[] astronautMat;
     public SkinnedMeshRenderer astronautRend;
 
     void Start ()
     {
         astronautRend = GameObject.FindWithTag ("Astronaut").GetComponent<SkinnedMeshRenderer>();
 
     }
 
 
     void Update ()
     {
         AstronautMat ();
     }
 
 
     void AstronautMat()
     {
         
         if (Input.GetKeyDown (KeyCode.Keypad1)) 
         {
             astronautRend.materials[1] = astronautMat [0];
         }
         if (Input.GetKeyDown (KeyCode.Keypad2)) 
         {
             astronautRend.materials[1] = astronautMat [1];
         }
     }


alt text

renderer.jpg (44.2 kB)
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Answer by Loorden · Jul 17, 2017 at 12:36 PM

Bump, someone has any idea?

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Answer by jss1701 · Aug 17, 2017 at 12:34 AM

Same problem here. Could it be a problem in the current version?

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avatar image jss1701 · Aug 17, 2017 at 02:50 AM 1
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found it!

You can't change just one element. You have to get the whole thing, change it, and assign it back.

Like this:

$$anonymous$$aterial[] mats = c.GetComponent().materials; mats[1] = fr; mats[2] = backing; c.GetComponent().materials = mats;

avatar image emakbaba · Feb 12, 2020 at 04:05 PM 0
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Thanks jss1701

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