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Question by FranklinM · Dec 08, 2015 at 11:57 AM · shadermateriallocalscale

gameObject.transform.localScale ignores my material assignment on the game object?

I have a shield that I would like to shrink when a button is held down, and then when the button is released, the shield returns to it's original size. I would like the shield to be a translucent red color, so I attached a material to it in the inspector. I don't use any code for assigning the material to the shield. I do it all through the inspector.

My code for shrinking the shield works as expected, however on every subsequent button press, the shield shows up as translucent grey instead of translucent red.

I am absolutely tearing my hair out over this. Can anyone help?

Here's my code:

 if (Input.GetButton ("PS_Circle")) {

     playerOneShield.SetActive (true);

     playerOneShieldOn = true;

     playerOneShield.transform.position = playerOne.transform.position;

     playerOneShield.transform.localScale -= new Vector3(0.1F, 0.1f, 0);

 } else if (Input.GetButtonUp ("PS_Circle")) {

     playerOneShield.SetActive (false);

     playerOneShieldOn = false;

     playerOneShield.transform.localScale = new Vector3(45F, 50f, 0);
 }
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