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<Renderer>().material changes made to a GameObject also apply to the instantiated GameObjects material

Graphics - General


Steps to reproduce:
1. Open the project attached by the user
2. Open "SampleScene"
3. Enter Play mode
4. Press "1" -> GameObject is created
5. Press "a" -> color of the created GameObject is changed
6. Press "2" -> a GameObject is instantiated using the existing one
7. Repeat step 5, notice both of the GameObjects changing color in tandem

Expected result: Only the color of first created GameObject changes
Actual result: Color of both GameObjects changes

Reproducible with: 2017.4.32f1, 2018.4.10f1, 2019.2.7f2, 2019.3.0b5, 2020.1.0a6

- Don't use keypad to input numbers
- "1" creates a GameObject, "a" changes the color of the original GameObject, "2" instantiates a GameObject from the original one
- If instantiation comes before applying changes to the material, the instantiated GameObject doesn't change when changing the original one's material

  1. Response avatar

    Resolution Note:

    When instantiating a GameObject using an existing GameObject, the material is shared.

    Hence why the color changes in both gameobjects - they are using the same material instance.

    If this is not desired, the material can be changed so it is no longer shared between both gameobjects.
    To do this, Renderer.material property should be get, set or modified.

    Example for setting -
    myGameObject.GetComponent<Renderer>().material = new Material(Shader.Find("Standard"))

    Example for getting -
    Material myMaterial = myGameObject.GetComponent<Renderer>().material;

    Example for modifying -
    myGameObject.GetComponent<Renderer>().material.color = new Color(150.0f, 150.0f, 150.0f);

    Why does getting or modifying instantiate the shared material?
    Documentation for this is here:

    NOTE: If using getting or modifying to instantiate a material, Renderer.material will only automatically clone a shared material once per Renderer.

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