Search Issue Tracker
Fixed
Votes
0
Found in
5.0.2f1
Issue ID
698693
Regression
No
Material properties not updated at runtime until expanded in inspector
How to reproduce:
1. Open attached project
2. Open scene material_test_scene.unity
3. Play scene
4. Press the Space Bar to create and assign a material to the cubes
- Notice that apparently only the Albedo is assigned properly
5. Select one of the cubes in the scene view
6. Expand the Material inspector
- Note how the cubes get updated with highlights
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
dburden1
May 29, 2015 02:47
I think this has something to do with the standard shader disabling certain keywords when it detects that it doesn't need to use particular passes. Then, when modifying material properties later on, if you do something that requires one of those disabled variants, the keyword doesn't get automatically enabled by the engine, so you have to manually call Material.EnableKeyword().
Check out this thread: http://forum.unity3d.com/threads/standard-shader-emission-value.280153/