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Question by Alpha-16 · Aug 02, 2021 at 03:05 PM · coroutinematerialslerpmaterial renderer

Lerping multiple materials of a gameobject within a coroutine

Hello all,

I build a simple game where the player can jump on platforms. Once the player touch a platform I want to lerp the two materials with a new red warning material. I'm doing this into a Coroutine to not stop the whole game execution. Atm, I'm having issues on the lerp part. It's simply not working.

  public IEnumerator WarningMaterial(Renderer rend, Material mat01, Material mat02)
     {
         Debug.Log("Coroutine Starts");
         Debug.Log(mat01);
         Debug.Log(mat02);
 
         Material matWarning = Resources.Load("Materials/M_Warning", typeof(Material)) as Material;
         Debug.Log(matWarning);
 
         float lerp = Mathf.PingPong(Time.time, .5f) / .5f;
         rend.material.Lerp(mat01, matWarning, lerp);
         rend.material.Lerp(mat02, matWarning, lerp);
      
         yield return new WaitForSeconds(gameController.blockLifeDuration);
         Debug.Log("Coroutine ends");
         DestroyBlock();
     }
 
 
 
     void FixedUpdate()
     {
 
         if (playerOnPlatform || outOfPlayerRange && !GameController.gameOver)
         {
             if (!this.isBlockSpawn || (this.id != 0 && !this.isBlockSpawn)) // Avoid warning material on first block
             {
                 Material mat01 = GetComponent<Renderer>().materials[0];
                 Material mat02 = GetComponent<Renderer>().materials[1];
                 Renderer rend = GetComponent<Renderer>();
                 StartCoroutine(WarningMaterial(rend, mat01, mat02));
             }
         }


All the debugs are working as expected and do not return Null.

I tried different methods on the net but still not working.

Thanks!

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