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Question by SinisterSound · Oct 28, 2011 at 08:07 PM · texturematerialsmaintexture

Accessing multiple materials for one GameObject.

I am currently working on a system with multiple materials for one GameObject, but I would like to be able to modify properties of each material through code at runtime.

For the purposes of t$$anonymous$$s example, we will use simply changing a material's texture on our GameObject for our property to change.

The issue I'm having is the following:

 gameObject.renderer.materials[0].mainTexture = (Texture2D)Resources.Load("Tex0Name");
 gameObject.renderer.materials[1].mainTexture = (Texture2D)Resources.Load("Tex1Name");

The result is that gameObject.renderer.materials[i].mainTexture returns the same texture no matter what you pass in for "i", causing only one texture to ever be modifiable. Using SetTexture("_MainTex", "Tex0Name") has the same effect. Perhaps I need to access them through the different texture types (_BumpMap, _CubeMap)?

There is not$$anonymous$$ng in the Unity documentation discussing t$$anonymous$$s issue, nor how to access a material's texture directly once applied to a GameObject. Any suggestions would be greatly appreciated.

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avatar image SinisterSound · Oct 28, 2011 at 10:27 PM 0
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Answer by aldonaletto · Oct 28, 2011 at 08:14 PM

There's a problem with renderer.materials: it is a copy of the original array, thus modifications made in its elements don't affect the actual materials. You must save a copy in a temp array, modify what you want and save it back in materials:

 var temp = renderer.materials; // Material[] temp = ... in C# (I guess)
 temp[0].mainTexture = ... 
 temp[1].mainTexture = ... 
 renderer.materials = temp;
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