Thanks for the detailed post and report.
I wasn’t aware that this did not work in Unity 2017.
Hmm. I think another solution around this, would be to change the action clips, to work with the sharedMaterial directly instead of instantiating a new material. This will avoid all this fuzzy instantiation and material handling manually, but on the other will affect all objects using that material.
I could however use “sharedMaterial” in editor only for previewing and rather use “material” (thus instance) in runtime.
Let me know what you think.
Thanks.
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