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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

Comments (21)

  1. 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:

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