Set Emmistion color

Hey here is my code, The base color of the material is changing but the emmistion is not, Any help?

		float ang = 1.0f;

		source = GetComponent<AudioSource> ();
		Objects = new GameObject[bands];

		for(int i = 0 ; i < bands ; i++){

			float x = Mathf.Sin (ang * Mathf.Deg2Rad) * Diameter;
			float z = Mathf.Cos (ang * Mathf.Deg2Rad) * Diameter;

			ang += (360.0f / bands);

			Debug.Log ((360.0f / bands));

			Objects  *= Instantiate (prefab, this.transform.position + new Vector3 (x, 0, z), Quaternion.Euler(0,ang,0)) as GameObject;*

Objects*.GetComponent().material.SetColor(“_Color” , HSVToRGB(ang/360 , 1 , 1));
Objects.GetComponent().material.SetColor(“_EmissionColor” , HSVToRGB(ang/360 , 1f , 1f));*

* }*

Is this for the U5 Standard Shader? You’ll have difficulty changing the values here, as what you are accessing is more of a shader controller than the shader itself, and most of the Emissive stuff doesn’t appear to be alterable at runtime at this point.

Either this, or is it per chance something to do with the HSV to RGB calculation you are calling? Try setting it as a simple RGB value and see if that works, just to eliminate this as a potential issue with your code.