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Question by imM4TT · Jul 12, 2018 at 01:10 AM · script.material coloremission

Acces to a material issue

Hello
I'm trying to acces to my material with a script
It can seem simple but I cant set the emission color with the code below, it just doesn't works
( I have an instance which have the material on the scene before the playmode starts )


 private Material matBane;
 private Color colort1 = new Color(.2f, .1f, 0, 1);
 void Start()
 {
     matBane = GetComponentInChildren<SkinnedMeshRenderer>().material;
 }
 
 public void SetColor()
 {
     matBane.EnableKeyword("_EMISSION");
     matBane.SetColor("_EmissionColor", colort1);
 }

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avatar image Shameness · Jul 12, 2018 at 01:37 AM 1
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Hi. You can debug with material.Is$$anonymous$$eywordEnabled("_E$$anonymous$$ISSION") and material.GetColor("_EmissionColor") . Also material returns first attached one, see if you have more than one.

avatar image imM4TT Shameness · Jul 12, 2018 at 01:49 AM 1
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Yep, sound like the material which is returned is not the expected one
$$anonymous$$y bad, I didnt check that and yet that was the problem
Thank you!

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Answer by Strixie13 · Jul 12, 2018 at 02:13 AM

Try changing the material through the renderer. Any color should work, just threw the blue in as an example.

     private void Start()
     {
         gameObject.GetComponent<Renderer>().material.EnableKeyword("_EMISSION");
         gameObject.GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.blue); 
     }

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