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Question by scottstephan · Nov 06, 2013 at 08:21 AM · textureinstance

Modify an instance of the texture, not the texture

More questions as I dive into the world of Unity textures!

So, I have a block of code like this:

 texture = hitObject.renderer.material.mainTexture as Texture2D;
        // hitObject.renderer.material.mainTexture = texture;
         int y = 0;
         while (y < texture.height / 2) {
             int x = 0;
             while (x < texture.width / 2) {
                 Color color = new Color(0f,0f,0f,0f);
                 texture.SetPixel(x, y, color);
                 ++x;
             }


             ++y;
         }
         texture.Apply();    
     }

Nothing fancy- I go out, grab the texture and make a quarter of it transparent. The problem is that it actually modifies the texture file itself, the actually imported asset. How can I modify JUST the texture on the CURRENT object and not the actual asset?

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Answer by scottstephan · Nov 06, 2013 at 08:33 AM

Duh, self. Make a clone and set the objects material equal to the clone, not the source material:

texture = Instantiate(hitObject.renderer.material.mainTexture) as Texture2D; //clone the material hitObject.renderer.material.mainTexture = texture; //set the material equal to the clone

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avatar image Bunny83 · Nov 06, 2013 at 08:49 AM 0
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$$anonymous$$eep in $$anonymous$$d that you only need to Instantiate the texture once, or you would produce a lot garbage. Also SetPixel is quite slow, you might want to use GetPixels32 and SetPixels32 together with a temp array

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