Particle Renderer - multiple materials?

hey - just after some direction on how to apply different materials to a particle renderer?

In the Inspector, you can add numerous materials to the Materials array.

I tried to apply this a couple of ways:
theEffect is a Transform cast from Instantiate()

theEffect.GetComponent<ParticleRenderer>().material = theEffect.GetComponent<ParticleRenderer>().materials[0];
theEffect.renderer.material = theEffect.renderer.materials[0];

Neither actually change the material of the Particle Renderer - or rather, the feedback I see in the game is that no material has changed.

What is the correct approach to this?
Cheers!

Anyone?

Further looking into this, it seems that indeed the materials are changing but I’m seeing no visual confirmation of this… do we need to “apply” the material?

Where exactly does a ParticleRenderer get it’s material from?

theEffect.renderer.material = theEffect.renderer.materials[0];
print(theEffect.renderer.material.name);
print(theEffect.GetComponent<ParticleRenderer>().material.name);

This code returns expected results in the Log - that is, as I assign a material from materials[ ] it is reflected as changed when I print out the name on both the GameObject renderer and the ParticleRenderer.material

Why isn’t the particle rendering drawing with the newly assigned material? Is this a bug?

The above should work. If it does not, please file a bug with a small project that shows the issue.