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- Material _material = new Material (Shader.Find ("Mobile/Diffuse"));
- AssetDatabase.Refresh();
- Texture treat = AssetDatabase.LoadAssetAtPath ("Assets/Materials/Materials/Covers/screenShot" + numberCapture + ".jpg", typeof(Texture)) as Texture;
- if (treat == null) {
- Debug.Log ("treat null");//здесь нулл, что то не так
- }
- _material.SetTexture("_MainTex", treat);//здесь надо назначить текстуру
- _material.SetTextureScale ("_MainTex", new Vector2 (1, 0.889f));
- _material.SetTextureOffset ("_MainTex", new Vector2 (0, 0.055f));
- AssetDatabase.CreateAsset (_material, "Assets/Materials/Materials/Covers/Materials/Material" + numberCapture + ".mat");
- WriteParam ();
- AssetDatabase.Refresh();
- //material тут надо найти
- Transform[] child;
- child = new Transform[treatObject.transform.childCount];
- int i = 0;
- foreach (Transform t in treatObject.transform)
- {
- child[i++] = t;
- }
- child [0].GetComponent<MeshRenderer>().enabled = false;
- child [2].name = "Cover" + numberCapture;
- child [2].GetComponent<Renderer> ().material = _material;
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