How can I change one material in an array?
I've imported a Daz figure into unity, all of the materials are stored in an array for the figure.
I'm trying to change the texture of the Irises with the click of a button.
The code below does change the material but only on the first material in the array. I've attempted to alter the code to change the Irises, but I have been unable to.
{
//Component
private Renderer _rendereyes;
//Game Object
public GameObject eyes;
//etc
public Object[] texEyes;
public int texID;
// Start is called before the first frame update
void Start()
{
//Get Component
_rendereyes = eyes.GetComponent<Renderer>();
//Change eye tex
string texPath = "Textures";
texEyes = Resources.LoadAll(texPath, typeof(Texture2D));
}
public void SetEyeTexture()
{
if (texID < texEyes.Length - 1)
{
texID ;
}
else
{
texID = 0;
}
_rendereyes.material.SetTexture("_DiffuseMap",(Texture2D)texEyes[texID]);
}
Here is the 2nd iteration of the code which is my attempt to alter the Irises texture.
{
//Component
private Renderer[] _rendereyes;
//Game Object
public GameObject eyes;
//etc
public Object[] texEyes;
public int texID;
// Start is called before the first frame update
void Start()
{
//Get Component
_rendereyes = eyes.GetComponent<Renderer[]>();
//Change eye tex
string texPath = "Textures";
texEyes = Resources.LoadAll(texPath, typeof(Texture2D));
}
public void SetEyeTexture()
{
if (texID < texEyes.Length - 1)
{
texID ;
}
else
{
texID = 0;
}
_rendereyes[15].material.SetTexture("_DiffuseMap",(Texture2D)texEyes[texID]);
}
What is the best way to change the Irises texture?
CodePudding user response:
First of all in general avoid using Resources at all. (See Best practices -> Resources)
Don't use it!
Then if you use it and in general I would be more specific and do
public Texture2D[] texEyes;
and then
texEyes = Resources.LoadAll<Texture2D>(texPath);
or rather simply drag and drop them into the slots via the Inspector
And finally
GetComponent<Renderer[]>
makes no sense. You always want to either get a single component or use GetComponents.
However, it sounds like you actually have only one single object with one single Renderer and want to stick to
_rendereyes = eyes.GetComponent<Renderer>();
or directly make it
[SerializeField] private Renderer _rendereyes;
and drag the object into the slot in the Inspector.
And then rather access the according index from Renderer.materials.
And then you have a little logical mistake in your SetEyeTexture method.
You do
if (texID < texEyes.Length - 1)
{
texID ;
}
which might result in texID = texEyes.Length which will be out o bounds since in c# all indices go from 0 to array.Length - 1.
Your code should rather look like
public void SetEyeTexture()
{
// Simple modulo trick to get a wrap around index
texID = ( texID) % texEyes.Length;
// Note that according to your screenshot the Material "Irises" is at index 14 not 15!
_rendereyes.materials[14].SetTexture("_DiffuseMap", texEyes[texID]);
}
