Scaling material without saving scale on original material

Hello, I am looking for a way to scale a material on a game object without scaling all the same materials in the scene. By default, my material is 1x1. I scale it to 2x5 on a game object. But i then realize that all of the game objects that have that same materials on will be scaled 2x5 as well, and thats what I am trying to avoid.

Is there someting i can do in the mesh renderer?

(If you dont understand, i mean to make a gameobject unique material scaling without making a whole new material)

Thanks for the help :slight_smile:

You can attach the material at run time using script and set the offset. In this wat instance of the material is created and you can have different scale for different cubes

if(this.GetComponent<MeshRenderer>())
		{
			MeshRenderer _meshRenderer = this.GetComponent<MeshRenderer>();
			_meshRenderer.material = _material;
			_meshRenderer.material.mainTextureScale = Vector2.one *2;//Your desired scale
		}