Character Selection Screen for Multiplayer - C#

Hello everyone I’m trying to figure out how to add a glow around objects when it’s highlighted by a certain player, I plan on it being a local co-op game for now.

76808-maincharacters64.png

Something similar to how Mario Kart 64 does their character selection where they would both have their own color and box

below is how I have set up character selection

using UnityEngine;
using System.Collections.Generic;

public class CharacterSelect : MonoBehaviour {

public GameObject singlePlayer;
public GameObject multiPlayer;

public List<charNav> charSelect = new List<charNav>();

[System.Serializable]
public struct charNav
{
    public GameObject _this, left, right;
}

void Start()
{
menuSelect.transform.position = menuOpt[currentSelectedItem]._this.transform.position + menuSelectOffset;
}

void Update()
{

if (lastMenuChangeTime + menuChangeDelay < Time.realtimeSinceStartup)
{
Vector2 leftStickInput = new Vector2(Input.GetAxis(“360_Dpad_X”), Input.GetAxis(“360_Dpad_Y”));
bool leftPressed = leftStickInput.x < -0.5f;
bool rightPressed = leftStickInput.x > 0.5f;

        if (leftPressed && (menuOpt[currentSelectedItem].left != null))
        {
            currentSelectedItem = GetMenuArrayIndex(menuOpt[currentSelectedItem].left);
            menuSelect.transform.position = menuOpt[currentSelectedItem]._this.transform.position + menuSelectOffset;
        }
        if (rightPressed && (menuOpt[currentSelectedItem].right != null))
        {
            currentSelectedItem = GetMenuArrayIndex(menuOpt[currentSelectedItem].right);
            menuSelect.transform.position = menuOpt[currentSelectedItem]._this.transform.position + menuSelectOffset;
        }

        lastMenuChangeTime = Time.realtimeSinceStartup;
    }

}

Hey, I’m on the same issue - just wondering if you ever managed to get it solved?