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
Comments (21)
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
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/