通过代码创建材料并将其分配给对象 [英] Create material from code and assign it to an object
问题描述
我对Unity3d非常陌生,我有一个预制板,其中包含6个四边形,使其成为一个立方体.我想向立方体的不同面添加图像纹理. 我正在从Web服务获取图像,因此,我必须在脚本中添加或更改材料. 我面临的问题是,我无法在gameObject中找到材料属性.
I am very new to Unity3d,I have a prefab which contains 6 quads making it a cube .I want to add image textures to different faces of cube . I am getting images from webservice so ,I have to add or change material in script. problem I am facing is , I am not able to find material property in gameObject .
我尝试了以下代码:
using UnityEngine;
using System.Collections;
public class shelfRuntime : MonoBehaviour {
public GameObject bottle;
public GameObject newBottle;
// Use this for initialization
void Start () {
iterateChildren(newBottle.transform.root);
GameObject rocketClone = (GameObject)Instantiate(bottle, bottle.transform.position, bottle.transform.rotation);
rocketClone.transform.localScale += new Vector3(1, 1, 1);
GameObject newBottleInMaking = (GameObject)Instantiate(newBottle, newBottle.transform.position, newBottle.transform.rotation);
Transform[] allChildren = newBottleInMaking.GetComponentsInChildren<Transform>();
foreach (Transform child in allChildren)
{
// do whatever with child transform here
}
}
void iterateChildren(Transform trans)
{
Debug.Log(trans.name);
if (trans.name == "Back") {
var ting = trans.gameObject.GetComponent<Renderer>();
// trans.renderer.material // there is no material property here
}
// Do whatever logic you want on child objects here
if (trans.childCount == 0) return;
foreach (Transform tran in trans)
{
iterateChildren(tran);
}
}
// Update is called once per frame
void Update () {
}
}
如何将材质设置为四边形?我的预制房屋里面有6个四边形.
How to set material to quads ? there are 6 quads inside my prefab .
推荐答案
您将无法再直接在Unity中访问某些组件.您必须使用GetComponent
获取组件(Renderer
),然后从中访问材料.
You can no longer access some components directly in Unity. You must use GetComponent
to get the component(Renderer
) then access the material from it.
trans.renderer.material = ....
应更改为
trans.GetComponent<Renderer>().material = yourNewMaterial;
最后,当在Unity中创建多维数据集或四边形时,MeshRenderer
会自动附加到它们上,而不是Renderer
.因此,使用GetComponent<Renderer>()
可能会遇到运行时错误.改为使用MeshRenderer
.
Finally, when Cube or Quad is created in Unity, MeshRenderer
is automtatically attached to them not Renderer
. So, you might get run-time error with GetComponent<Renderer>()
. Use MeshRenderer
instead.
trans.GetComponent<MeshRenderer>().material = yourNewMaterial;
要在运行时创建材料:
Material myNewMaterial = new Material(Shader.Find("Standard"));
下面的示例将创建一个材质,为其指定标准着色器,然后将其从myTexture
变量更改为纹理,然后再将其应用于GameObject.
The example below will create a Material, assign standard shader to it then change the texture to the texture from the myTexture
variable before applying it to a GameObject.
public Texture myTexture;
void Start()
{
//Find the Standard Shader
Material myNewMaterial = new Material(Shader.Find("Standard"));
//Set Texture on the material
myNewMaterial.SetTexture("_MainTex", myTexture);
//Apply to GameObject
trans.GetComponent<MeshRenderer>().material = myNewMaterial;
}
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