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Question by SYNYST3R1 · Mar 19, 2012 at 05:33 AM · instantiatetexture2dclone

How to have different textures for cloned gameobject (instantiated)

I have a grass and dirt texture. No matter what the clones are all grass or all dirt. How do I go about having both textures randomly for the clones.

This is what I have tried when it is all grass or dirt.

 public GameObject tile;
 Texture2D[] textures = new Texture2D[2];
 public Texture2D grass;
 public Texture2D dirt;

 // Use this for initialization
 void Start () {
     textures[0] = grass;
     textures[1] = dirt;
     
     tile.renderer.material.mainTexture = textures[Random.Range(0,1)];    
     
     Generation();
 }
 
 void Generation() {
     for(int x = 0; x < 30; x++){
         for(int y = 0; y < 2; y++) {
             for(int z = 0; z < 30; z++) {
                 Instantiate(tile, new Vector3(x*1,y*Random.Range(0,2),z*1), Quaternion.identity);
             }
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Answer by rutter · Mar 20, 2012 at 06:44 AM

Take a look at what you're doing:

  • Create one object

  • Randomize its texture

  • Clone it many times

It's important to ask yourself: how many times do you want each of these steps to happen? Right now, you're only randomizing textures once. If you want to do so more than once, why isn't it done inside your spawn loop?

It sounds like you'd rather:

  • Create one object

  • Clone it many times

  • Randomize the texture of each clone

So this line in particular:

 tile.renderer.material.mainTexture = textures[Random.Range(0,1)];

Remember that Instantiate() returns a reference to the newly created object. You can use that reference to configure the object's renderer.

You could do something like this, for each copy you create:

 var clone = Instantiate(...) as GameObject;
 clone.renderer.material.mainTexture = textures[Random.Range(0,1)];
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