Logic issue with clone's materials
Hi all,
Pretty new to Unity, I'm struggling with some logic issues.
I'm trying to create a lighting visualization app. I have a projector made of several meshes that I turned into a prefab. I'm instancing 100 projectors with the following script attached to an Empty Object :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class projector_instancer : MonoBehaviour {
public GameObject proj_prefab;
private GameObject proj_array;
// Use this for initialization
void Start ()
{
for (float x = 0; x < 10; x++)
{
for (float y = 0; y < 10; y++)
{
// Create the clones
proj_array = Instantiate (proj_prefab, new Vector3 (x * (float)1.5, y * (float)1.5, 0), Quaternion.Euler(90,0,0));
}
}
}
// Update is called once per frame
void Update ()
{
// Update DP grid size
}
}
Now here's the tricky part. I'd like to assign two textures to each clone, each one being displayed on a different "sub mesh" of my prefab. Later, these textures will need to be stretched/offset so each projector displays the part of the texture it's supposed to show (those projectors are actually LED matrices on a moving head).
I lack Unity knowledge and I have no idea where to start :
Should I create two Material variables on my Instancer script and feed them via Inspector ? Then I would do the offset/scale thingy in the for loop. I understood I have to access the Renderer of each mesh to do so, but I don't understand how to do this, and how to filter those (my prefab actually has more than two meshes).
Or should I assign those textures to the prefab itself (by drag'n'dropping the mat on the desired "submesh") and then offset/scale the texture in my script ?
This must be simple but my knowledge of how Unity works is pretty limited. Any help greeeeaaaatly appreciated :)
Thanks !
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