I have a code to set the material of a SkinnedMeshRenderer of a player randomly :
private void SetRndSkin(Material material)
{
meshRenderer.material = material;
}
[ServerRpc]
private void SetRndSkinServerRpc(Material material)
{
if (!IsLocalPlayer) SetRndSkin(material);
SetRndSkinClientRpc(material);
}
[ClientRpc]
private void SetRndSkinClientRpc(Material material)
{
if (!IsLocalPlayer && !IsServer) SetRndSkin(material);
}
But I get error
Don’t know how to serialize Material - implement INetworkSerializable, tag memcpyable struct with INetworkSerializeByMemcpy, or add an extension method for FastBufferWriter.WriteValueSafe to define serialization.
How can I fix it