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Question by Allalol93 · May 17, 2015 at 08:17 PM · c#materialphotonchanging shader

[Solved] Changing material through network PUN

Hey guys, started making a multiplayer game with the PUN extension. I am now trying to change the material of the mesh after pushing a key. If I test it on my machine alone it works they way it should. But if I build and run a copy, and run it in Unity and push the same button, the material changes the way it should but it does not change in the View Port or the built window. I have it set up so there is a PhotonView on the Parent object and I am trying to change the child object which is currently still a capsule. As the graphics game object I added the child object. What am I missing in order to portray it over the network and not just on my own machine when I run it alone? Any help is greatly appreciated. Demonstrating it in the screen shots.alt text`

public GameObject graphics;

void Update() { if(Input.GetKeyDown(KeyCode.F)) { ActivateCloak(); } }

void ActivateCloak() { graphics.renderer.material = cloakMat; Debug.Log("Cloak Activated"); }`

before-2.png (246.7 kB)
after-2.png (182.2 kB)
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avatar image Allalol93 · May 18, 2015 at 09:38 AM 0
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I'll give it a try, thank you :)

avatar image Allalol93 · May 18, 2015 at 11:00 AM 1
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Awesome it worked. Thank you so much karl.jones!!!

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Answer by karl_jones · May 18, 2015 at 08:46 AM

Are you sending the material information over the network? Look at using an RPC to send the new material data to all the other clients. The PUN examples show hot to do this, e.g marco polo example.

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