![]() Reordering the elements of the MeshRenderer's array just applies the wrong materials to the wrong sets of faces, it doesn't change which set of faces is considered the assignment for the "first" material.Ĭhanging the order of material slots in Blender seems to have no effect. This means that the script operates on the Grey faces, not the White ones as intended. ![]() ![]() For example, Blender might show the following material slots with useful material names:īut after import the resultant FBX into Unity, the material array in the MeshRenderer shows in this order: The problem is that for some of the models I FBX-export from Blender, the first material slot shown in Unity (as an array of Materials) is not the first one that was defined in Blender. The idea is that the first material should be set by the artist as the "main" material, typically white, and the script can modify aspects such as HSV to give a visual effect.Įach material is applied to a distinct subset of faces of course. I have some scripting in Unity that dynamically modifies the first material on a MeshRenderer, and leaves the other materials, if any, alone. To be frank I'm not 100% sure if the problem I have is with Blender 3.0's FBX export or Unity 2020's FBX import, but that said maybe someone who knows more about this can help.
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