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Question by nx.nyo · Mar 15, 2013 at 05:48 PM · c#flickeringtint

Flickering occurs when using SetColor()

Hi, new to the forums as I can't seem to find an answer after searching. I have a game object that could have more than one material (I am using atlases from a third party plugin to manage this). In the Update() function I am trying to update the tint color of all the materials using the code

 foreach (Material _material in renderer.materials) {
     _material.SetColor("_TintColor", color);
 }
 

The color changes correctly, but it flickers and sometimes there seems to be a delay as to when the color is applied. When I use renderer.material.SetColor() as I've seen in some suggestions, only one part of the graphic gets colored correctly, which is why I am going through all the materials. The shader being used is Unity's Alpha Blended. Thank you for any help!

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avatar image robertbu · Mar 15, 2013 at 07:35 PM 0
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Here is a shot in the dark idea about the delay. The way I understand it, a material starts out shared between all the objects that use it. The first time you modify any aspect of the material, Unity creates a new material instance. If you have a lot of objects using the same material, you might see an FPS drop as it creates all the new instances. If this is the issue, you could do a set of the color in Awake() or Start() to force the one-time delay up front ins$$anonymous$$d of during game play. Again this is conjecture.

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