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Question by NPS · Mar 14, 2013 at 10:57 PM · materials3dsmaxswapfaces

Swap faces' materials

I have an object modelled in 3ds max with 2 materials. Unfortunately, after loading it in Unity it turned out that the materials are swapped (the faces I wanted to have material #1 have material #2 and vice versa). So I swapped them in 3ds max, saved the file and loaded in Unity again... but to no avail. It was still the same in Unity (no idea why).

So maybe I should swap the faces' materials manually in the code in Unity. But how?

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avatar image robertbu · Mar 14, 2013 at 11:28 PM 0
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You can swap the materials at runtime if needed, but why can't you just change the texture and/or the shader to match on the materials being used inside Unity?

avatar image NPS · Mar 14, 2013 at 11:46 PM 0
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@robertbu Because I'm using the same materials for other objects as well. And for some reasons I'd like to have these materials used in a very specific order (material A as first, material B as second, not the other way around). How to switch them in code?

avatar image robertbu · Mar 14, 2013 at 11:56 PM 0
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If you are talking about a mesh with two sub-meshes you can do something like this (C# and untested):

 $$anonymous$$aterial mat = renderer.materials[0];
 renderer.materials[0] = renderer.materials[1];
 renderer.materials[1] = mat;
avatar image NPS · Mar 14, 2013 at 11:59 PM 0
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@robertbu I can't because, as I said, I need specifically one material as number 1 and the other one as number 2 and not the other way around. I need to change which material is assigned to which sub-mesh.

avatar image robertbu · Mar 15, 2013 at 12:25 AM 0
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The code above assumes there are two sub-meshes that have the two materials reversed. It swaps the two. You can do it more directly. Here is a script:

 public class Swap$$anonymous$$aterial : $$anonymous$$onoBehaviour {
     public $$anonymous$$aterial mat0;
     public $$anonymous$$aterial mat1;
 
     void Start () {
         Debug.Log ("Number of materials is: "+materials.Length);
         renderer.materials[0] = mat0;
         renderer.materials[1] = mat1;
     }
 }

After attaching this script to the object and selecting the object in the hierarchy, drag the two materials you want to the $$anonymous$$at0, and $$anonymous$$at1 variables. I put the debug in there to verify that you only have two materials. It occurred to me that maybe there were more materials in the array and that is why it was not fixed by going back to 3ds max.

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