Notes:
The 3d model was made with Blender and was imported to Unity directly as a .blend file and thus the materials in Unity were created automatically.
I guess, you have also materials and textures connected to fbx. You can extract materials and then edit them.
This can be helpful:
The old Blender or Unity would do this job automatically (exporting and re-assigning materials). My old 3d models(before I updated Unity and Blender last month) had all materials exported and re-assigned the moment the 3d model was imported.
Unity doesn't export standard shaders in some events. I just ran into this and so have others. Unity states they fixed this but it keeps reoccurring. Export an asset to a package. Open new project/new scene. Viola, standard shader is not original. Here is link: [link text][1] [1]: https://forum.unity.com/threads/unity-shaders-getting-lost-in-2018-4-lts.779999/#post-5304156 @arturmandas @vfxjex
the material of the default assets cannot directly be edited, sometimes imported materials too.
intead, create a new material in your project window (right click → create-> material) and drag it on the object (in the viewport, hierachy or inspector). then you should be able to edit it.
I was looking everywhere. This was the perfect answer to my issue! Thank you!
Go to model and check tap material there search for your material which you want to change there will be list of materials applied on model drag your material and then apply. Sorry for English gamer mistakes . if you are unable to change then inform me i will tell you again thank you
Patrick please read the posts carefully - you can edit them, you just have to change the import mode… What’s more the changes are remembered if you reimport the model…
For anyone else who may stumble upon this, and wasn’t importing FBX or anything like that.
A UI element that has a mask on it won’t allow you to control the material as well, graying it out.
It's faster for many things, but since you're going through CLI it's best to limit your callbacks, you want to keep your interfacing down to as little as you want, doesn't make sense for an input system since there's a constant tick and little data is passed. (think anything that takes a lot of computing power) since C++ is usually faster at handing operations, I use it for Procedural generating and handling iterating thousands of objects.
The old Blender or Unity would do this job automatically (exporting and re-assigning materials). My old 3d models(before I updated Unity and Blender last month) had all materials exported and re-assigned the moment the 3d model was imported.
– IamAnewUser