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Question by Uktol · Jan 20, 2016 at 03:41 PM · editormaterialcolorextendchange color

Material Color only changes when expanding material tab in inspector.

I created a script, changing the color of a specific object. When I run the game, it doesn't change the color. But when I extend the material tab inside the inspector at runtime, the color does change.

Why does this happen? And is there a way to resolve this problem?

Here's my code: function Start () { if(GameObject.FindGameObjectWithTag("Player").GetComponent.().colorSwitch){

 if(sideToCollide == 0){
 
 GetComponent.<Renderer>().material.SetColor("_EmissionColor", GameObject.FindGameObjectWithTag("Player").GetComponent.<player>().leftColor);
 
 }
 
 if(sideToCollide == 1){
 
 GetComponent.<Renderer>().material.SetColor("_EmissionColor", GameObject.FindGameObjectWithTag("Player").GetComponent.<player>().rightColor);
 
 }
 
 
 
 }
 
 }
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Answer by Jordi-Bonastre · Jan 20, 2016 at 03:44 PM

You must enable the correct Keywords for your required Standard Shader variant. In your case, you should use the keyword "_EMISSION"

Check this link to the manual: http://docs.unity3d.com/Manual/MaterialsAccessingViaScript.html

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Answer by BastiaanGrisel · Sep 08, 2020 at 08:42 AM

Look at this thread: https://forum.unity.com/threads/i-modify-the-standard-shader-emission-in-code-it-not-work-in-standalone-build.345150/

You need to change the emission color to something non-black in the inspector (before running) because otherwise the Emission code is left out of the shader for optimisation reasons and you won't be able to change it during runtime.

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