Spawned Object Gradient Mesh Colors?

Hi there, so I am trying to make a game similar to the stack game by Ketchapp based on this tutorial: Stack - Making 'Stack' Android game [C#][Stream VOD] - YouTube

I’ve already finished the tutorial and am now just making my own changes to make it my own project. One of the things the creator doesn’t go over is a gradual change in color for each of the objects in the stack.

The version in the tutorial uses this code here:

public Color32[] gameColors = new Color32[4];

 private void ColorMesh(Mesh mesh)
    {
        Vector3[] vertices = mesh.vertices;
        Color32[] colors = new Color32[vertices.Length];
        float f = Mathf.Sin(scoreCount * 0.25f);

        for (int i = 0; i < vertices.Length; i++)
            colors *= Lerp4(gameColors[0], gameColors[1], gameColors[2], gameColors[3], f);*

mesh.colors32 = colors;
}

private Color32 Lerp4(Color32 a, Color32 b, Color32 c, Color32 d, float t)
{
if (t < 0.33f)
{
return Color.Lerp(a, b, t / 0.33f);
}
else if (t < 0.33f)
{
return Color.Lerp(b, c, (t - 0.33f) / 0.33f);
}
else
return Color.Lerp(c, d, (t - 0.66f) / 0.66f);
}
I thought by increasing the number of colors within the array and adding that to the Lerp would solve this. Only to realize this is in fact randomly chosen instead of a set change. I don’t really have any experience with Mesh Color related coding so I’m wondering how I could go about changing this to just consistently change the color overtime?
Any help would be appreciated, Thank you!

Are you trying to do something similar to this ? (For the colors I mean) : AudioGame Gameplay Contest Entry - YouTube

If so, I used the HSB/HSV colors (HSL and HSV - Wikipedia) and colorized the obstacles like this :

go.GetComponentInChildren<Renderer>().material.color = new HSBColor(Mathf.PingPong(Time.time / 10.0f, 1.0f), 1.0f, 0.7f).ToColor();

An here’s the content of HSBColors.cs (I edited the script, but it’s not mine, I can’t remember where I found it, sorry) :

using UnityEngine;
using System.Collections;

[System.Serializable]
public class HSBColor
{
    public float h;
    public float s;
    public float b;
    public float a;

    public HSBColor(float h, float s, float b, float a)
    {
        this.h = h;
        this.s = s;
        this.b = b;
        this.a = a;
    }

    public HSBColor(float h, float s, float b)
    {
        this.h = h;
        this.s = s;
        this.b = b;
        this.a = 1f;
    }

    public HSBColor(Color col)
    {
        HSBColor temp = FromColor(col);
        h = temp.h;
        s = temp.s;
        b = temp.b;
        a = temp.a;
    }

    public static HSBColor FromColor(Color color)
    {
        HSBColor ret = new HSBColor(0f, 0f, 0f, color.a);

        float r = color.r;
        float g = color.g;
        float b = color.b;

        float max = Mathf.Max(r, Mathf.Max(g, b));

        if (max <= 0)
        {
            return ret;
        }

        float min = Mathf.Min(r, Mathf.Min(g, b));
        float dif = max - min;

        if (max > min)
        {
            if (g == max)
            {
                ret.h = (b - r) / dif * 60f + 120f;
            }
            else if (b == max)
            {
                ret.h = (r - g) / dif * 60f + 240f;
            }
            else if (b > g)
            {
                ret.h = (g - b) / dif * 60f + 360f;
            }
            else
            {
                ret.h = (g - b) / dif * 60f;
            }
            if (ret.h < 0)
            {
                ret.h = ret.h + 360f;
            }
        }
        else
        {
            ret.h = 0;
        }

        ret.h *= 1f / 360f;
        ret.s = (dif / max) * 1f;
        ret.b = max;

        return ret;
    }

    public static Color ToColor(HSBColor hsbColor)
    {
        float r = hsbColor.b;
        float g = hsbColor.b;
        float b = hsbColor.b;
        if (hsbColor.s != 0)
        {
            float max = hsbColor.b;
            float dif = hsbColor.b * hsbColor.s;
            float min = hsbColor.b - dif;

            float h = hsbColor.h * 360f;

            if (h < 60f)
            {
                r = max;
                g = h * dif / 60f + min;
                b = min;
            }
            else if (h < 120f)
            {
                r = -(h - 120f) * dif / 60f + min;
                g = max;
                b = min;
            }
            else if (h < 180f)
            {
                r = min;
                g = max;
                b = (h - 120f) * dif / 60f + min;
            }
            else if (h < 240f)
            {
                r = min;
                g = -(h - 240f) * dif / 60f + min;
                b = max;
            }
            else if (h < 300f)
            {
                r = (h - 240f) * dif / 60f + min;
                g = min;
                b = max;
            }
            else if (h <= 360f)
            {
                r = max;
                g = min;
                b = -(h - 360f) * dif / 60 + min;
            }
            else
            {
                r = 0;
                g = 0;
                b = 0;
            }
        }

        return new Color(Mathf.Clamp01(r), Mathf.Clamp01(g), Mathf.Clamp01(b), hsbColor.a);
    }

    public Color ToColor()
    {
        return ToColor(this);
    }

    public override string ToString()
    {
        return "H:" + h + " S:" + s + " B:" + b;
    }

    public static HSBColor Lerp(HSBColor a, HSBColor b, float t)
    {
        float h, s;

        if (a.b == 0)
        {
            h = b.h;
            s = b.s;
        }
        else if (b.b == 0)
        {
            h = a.h;
            s = a.s;
        }
        else
        {
            if (a.s == 0)
            {
                h = b.h;
            }
            else if (b.s == 0)
            {
                h = a.h;
            }
            else
            {
                float angle = Mathf.LerpAngle(a.h * 360f, b.h * 360f, t);
                while (angle < 0f)
                    angle += 360f;
                while (angle > 360f)
                    angle -= 360f;
                h = angle / 360f;
            }
            s = Mathf.Lerp(a.s, b.s, t);
        }
        return new HSBColor(h, s, Mathf.Lerp(a.b, b.b, t), Mathf.Lerp(a.a, b.a, t));
    }
}

I’m also having this kind of problem.

Any other option then using HSB/HSV colors ?