I’m attempting to change the color of an active material via script, using the standard shader.
I understand that the script is expected to be Renderer.material.SetColor(“name”,color), but it fails to work.
I attempted to use EnableKeyword(“_EMISSION”) and similar words, but that didn’t solve the issue.
I did manage to change color that way using the legacy shader “Specular”, but I’d rather use the current one instead of a legacy.
What am I doing wrong?