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Question by markashburner · Oct 07, 2015 at 10:01 AM · meshmaterialsizerendererelement

How do you add a material and change the size in Mesh Renderer in C# scripting?

I have written this code to generate a procedural cube Sphere.

However I am having some trouble adding materials to the Mesh Renderer via c# scripting.

Can someone please explain to me how to add a material and add/change it's element size in the mesh renderer via scripting?

Here is my script and it fails to produce the material I want.

[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] [ExecuteInEditMode()] public class CubeSphere : MonoBehaviour {

 public float radius = 1f;

 public Material Planet = Resources.Load("Planet", typeof(Material)) as Material;



 public int gridSize;
   

 private Mesh mesh;
 private Vector3[] vertices;
 private Vector3[] normals;
 private Color32[] cubeUV;

 private void Awake () {
     Generate();
 }

 private void Generate() {
     GetComponent<MeshFilter>().mesh = mesh = new Mesh();
     GetComponent<MeshRenderer>().material = Planet;

     mesh.name = "Procedural Sphere";
     CreateVertices();
     CreateTriangles();
     CreateColliders();
 }
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Answer by Statement · Oct 11, 2015 at 11:21 AM

Use MeshRenderer.materials or MeshRenderer.sharedMaterials.

You'll be working with arrays, so adding, removing or reordering materials would be done on a material array which then is set using any of the two properties mentioned above. Here's one example loading materials into a list, which then is converted to an array.

MaterialExtensions.cs (Extension method for easy resource loading)

 using UnityEngine;
 using System.Collections.Generic;
 
 public static class MaterialExtensions
 {
     public static void AddResource(this ICollection<Material> materials, string resource)
     {
         Material material = Resources.Load(resource, typeof(Material)) as Material;
         if (material)
             materials.Add(material);
         else
             Debug.LogWarning("Material Resource '" + resource + "' could not be loaded.");
     }
 }

CubeSphere.cs

 using UnityEngine;
 using System.Collections.Generic;
 
 [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
 [ExecuteInEditMode()]
 public class CubeSphere : MonoBehaviour
 {
     public float radius = 1f;
     public int gridSize;
 
     private Mesh mesh;
     private Vector3[] vertices;
     private Vector3[] normals;
     private Color32[] cubeUV;
 
     private void Awake()
     {
         Generate();
     }
 
     private void Generate()
     {
         GetComponent<MeshFilter>().mesh = mesh = new Mesh();
 
         List<Material> materialList = new List<Material>();
         materialList.AddResource("Planet");
         materialList.AddResource("Moon");
         materialList.AddResource("Sun");
 
         GetComponent<MeshRenderer>().materials = materialList.ToArray();
 
         mesh.name = "Procedural Sphere";
         CreateVertices();
         CreateTriangles();
         CreateColliders();
     }
     
     // ...

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