我是Unity3d的新手,我有一个包含6个四边形的预制件,使它成为一个立方体。我想将图像纹理添加到立方体的不同面上。 我从webservice获取图像所以,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。
我试过下面的代码:
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?我的预制件内有6个四边形。
答案 0 :(得分:2)
您无法再直接在Unity中访问某些组件。您必须使用GetComponent
获取组件(Renderer
),然后从中访问该材料。
trans.renderer.material = ....
应改为
trans.GetComponent<Renderer>().material = yourNewMaterial;
最后,在Unity中创建多维数据集或四元组时,MeshRenderer
会自动附加到它们Renderer
。因此,GetComponent<Renderer>()
可能会出现运行时错误。请改用MeshRenderer
。
trans.GetComponent<MeshRenderer>().material = yourNewMaterial;
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Material,为其指定标准着色器,然后在将myTexture
变量应用到GameObject之前将纹理更改为纹理。
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;
}