Hey, i'm trying to set a materials shader attribute from c# using the usual
protected override void OnUpdate()
{
//supposed to set the model/enemy to a different color when damaged
//thrown into OnUpdate for purely testing purposes, probs wanna move to an RPC
//once I figure this out
Log.Info("Yes this code is running");
renderer.SceneObject.Batchable = false;
renderer.Attributes.Set( "DamageActive", true);
} as you can see this is not networked at all, its just running locally on each client in a game. But my issue is that for whatever reason, it will not run on the clients not matter what ALTHOUGH it runs on the host just fine. I've tried using rpcs to set it, tried directly setting
renderer.SceneObject.Attributes.Set( "DamageActive", true);
, and even transferring ownership just to see if maybe that had anything to do with it, but no luck. Any help would be great, thanks!