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Nov 27th, 2016
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  1. Material _material = new Material (Shader.Find ("Mobile/Diffuse"));
  2. AssetDatabase.Refresh();
  3. Texture treat = AssetDatabase.LoadAssetAtPath ("Assets/Materials/Materials/Covers/screenShot" + numberCapture + ".jpg", typeof(Texture)) as Texture;
  4. if (treat == null) {
  5. Debug.Log ("treat null");//здесь нулл, что то не так
  6. }
  7. _material.SetTexture("_MainTex", treat);//здесь надо назначить текстуру
  8. _material.SetTextureScale ("_MainTex", new Vector2 (1, 0.889f));
  9. _material.SetTextureOffset ("_MainTex", new Vector2 (0, 0.055f));
  10. AssetDatabase.CreateAsset (_material, "Assets/Materials/Materials/Covers/Materials/Material" + numberCapture + ".mat");
  11. WriteParam ();
  12. AssetDatabase.Refresh();
  13. //material тут надо найти
  14. Transform[] child;
  15. child = new Transform[treatObject.transform.childCount];
  16. int i = 0;
  17. foreach (Transform t in treatObject.transform)
  18. {
  19. child[i++] = t;
  20. }
  21. child [0].GetComponent<MeshRenderer>().enabled = false;
  22. child [2].name = "Cover" + numberCapture;
  23. child [2].GetComponent<Renderer> ().material = _material;
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