I’m trying to push up the mipmap bias on a few materials, but having little luck following breadcrumbs in the docs.
The Scripting docs point to the Renderer class, which is fair enough… but I don’t see how I’m supposed to address all the Rendering components in my scene.
I’ve tried recursively searching with FindObjectsOfType from an Awake function in my initialisation script, but no matter what object type I try, it fails every time, usually with a NullException, and other times telling me the empty object my init script is attached to has no renderer (obviously).
I’m missing a lot of little things - it’s frustrating because in Obj-C I’d be doing this stuff over a cup of tea, but discovery in Unity is incredibly slow going. So don’t be shy to tell me I’m being thick (it’s getting late, too…!)
Thanks Aras. I am actually using the docs (how about a search facility on the Manual and Reference pages too?), but was going about assignments the wrong way.
Exposing variables as targets in the IDE is nice, very Renderware, but I was trying to access Components of other GameObjects explicitly - I think I need to read the docs from scratch to find this as, while the texture bias code works (your example compiled first time, ta), I’ll still need to do this later on.