Unity3d MeshRender

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I'm trying to use C# to disable and enable the MeshRender component in Unity3d however I am getting the following error,

error CS0120: An object reference is required to access non-static member `UnityEngine.GameObject.GetComponent(System.Type)'

The line of code I am using is below. I'm using this in the same function.

MeshRenderer showZone = GameObject.GetComponent<MeshRenderer>();

Also I'm posting here rather than Unity Answers as I get a far faster response here and it's always useful information regardless of the outcome.

You're having trouble with several problems. First, you are trying to use GetComponent<> on a class instead of an instance of an object. This leads directly to your second problem. After searching for a specific GameObject you're not using the result and you're trying to disable the renderer of the GameObject containing the script. Third, C# is case-sensitive, Renderer is a class while renderer is a reference to an instance of Renderer attached to the GameObject

This code snippet combines everything: find the GameObject and disable its renderer

GameObject go = GameObject.FindWithTag("zone1");
if (go != null) { // the result could be null if no matching GameObject is found
  go.renderer.enabled = false;
}

You could use go.GetComponent<MeshRenderer>().enabled = false; instead of go.renderer. enabled = false; But by using renderer you don't need to know what kind of renderer is used by the GameObject. It could be a MeshRenderer or a SpriteRenderer for example, renderer always points to the renderer used by the GameObject, if there exists one.

Mesh Renderer - Unity, The Lighting section contains properties for how this Mesh Renderer interacts with lighting in Unity. Property: Function: Cast Shadows, Specify if and how the Mesh  The Materials section in the Mesh Renderer Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info See in Glossary lists all the Materials that the Mesh Renderer is using.

My friend. Just try use lowercase gameObject instead of GameObject and renderer instead of Renderer

The main problem that you try access Static class variable, using the name of class instead of class instance. Class names here are GameObject and Renderer And instances are gameObject and renderer

Scripting API: Renderer, The Mesh Renderer GameObject Component as displayed in the Inspector window Tick the lightmap static checkbox to display MeshRenderer Lightmap information in the Please check with the Issue Tracker at issuetracker.unity3d.​com. Submission failed. For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

MeshRenderer showZone = GetComponent<MeshRenderer>();

delete the 'GameObject.'

GameObject is a type. What you want is in an instance of a gameObject to call GetcComponent on. Thats what the error is about.

Which for note, this:

MeshRenderer showZone = GetComponent<MeshRenderer>();

is the exact same as this:

MeshRenderer showZone = this.GetComponent<MeshRenderer>();

You are calling GetComponent on the GameObject instance of which the script is attached to.

Mesh Filter - Unity, renders its view to the screen. See in Glossary on the screen. To use Light Probes on your moving GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it.

your code should look like this:

MeshRenderer showZone = GetComponent<MeshRenderer>();

Using occlusion culling with dynamic GameObjects - Unity, to save on runtime calculations and reduce CPU usage. Unity uses the Skinned Mesh Renderer component to render Bone animations, where the shape of the Mesh is deformed by the animated bones. This technique is useful for characters and other objects whose joints A physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge.

How to active mesh renderer with a script C#, How to active mesh renderer with a script C#. I need to activate a mesh on an object that i got. and i want it to be activated when a certain  Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too. It is not recommended to modify materials returned by sharedMaterial.

How can I add a MeshRenderer component with all properties to a , In the Inspector I have now Mesh Renderer (Script) But I want to have the Mesh Renderer component with all the properties. And then I want also  A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or Particle System. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material). See Also: Renderer components for meshes, particles, lines and trails.

meshrenderer, yesterday mesh·meshes·meshrenderer·mesh vertices·vertexcolor. 2 Replies. 0 Votes 6 days ago c#·texture·texture2d·renderer·meshrenderer. 1 Reply. 0 Votes Is there any way we can carve a mesh or sprite in unity? Feb 24, '20  GameObject is a class, you need an instance of an object to use the GetComponent method. For instance this.GetComponent<>() would work. – LearnCocos2D Jun 15 '14 at 16:31

Get MeshRenderer Component of Gameobjects in an Array, I'm trying to write a script in which the Mesh Renderer component is accessed from all of the game objects in an array. Here's what I've written  Submission failed. For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Comments
  • GameObject is a class, you need an instance of an object to use the GetComponent method. For instance this.GetComponent<>() would work.
  • try MeshRenderer showZone = gameObject.GetComponent<MeshRenderer>(); instead
  • You are absolutely right, must be choosen as an answer
  • As an aside, the part about if (go != null) can be alternatively written as: go.renderer.enabled = (go == null);
  • @MaxvonHippel no, that's not the same. If go is null and you try to set go.renderer.enabled a NullReferenceException will be thrown.
  • oh right, I didn't think of that. Thanks @StefanHoffmann. Everyone else, don't do what I recommended haha
  • I've tried this. I don't think it works as it's an external script changing multiple objects meshrenderer settings via an ID given in the editor. I'll give this a shot after trying LearnCocos2D's response.
  • Trying something like this gives me an error of: error CS0120: An object reference is required to access non-static member UnityEngine.Renderer.enabled'` Here is an example of how I'm using this: if(random > 0f && random < 2f){ id = 1; GameObject.FindWithTag("zone" + id); Renderer.enabled = true; }
  • SetActive is only for GameObject, use enable on components