
_propBlock.SetColor("_Color", Color.blue) ĬursorRendererOne.SetPropertyBlock(_propBlock) ĬursorRendererTwo.SetPropertyBlock(_propBlock) ĬursorRendererThree.SetPropertyBlock(_propBlock) ĬursorRendererFour.

Public void OnInputDown(InputEventData eventData)Ĭ = Color.blue ĬursorRendererOne.GetPropertyBlock(_propBlock) _propBlock = new MaterialPropertyBlock() Private MaterialPropertyBlock _propBlock Edit- public SkinnedMeshRenderer cursorRendererOne, cursorRendererTwo, cursorRendererThree, cursorRendererFour Changing it on runtime works only for 3 of 4 parts.´ The only thing that works is before hitting play I can change the color, this will change the color of the whole cursor. In all three cases I got the same result. ANSI sequences were introduced in the 1970s to replace vendor-specific. Changing the color by getting the component SkinnedMeshRenderer ANSI escape sequences are a standard for in-band signaling to control cursor location, color.

