์œ ๋‹ˆํ‹ฐ ์ดˆ๋ณด๋ผ ์ž˜ ๋ชจ๋ฅด๋Š”๋ฐ

์‰์ด๋”์— ํ”„๋กœํผํ‹ฐ๋ฅผ ์˜ค๋ธŒ์ ํŠธ๋งˆ๋‹ค ์ˆ˜์ •ํ•˜๋Š”๋ฐ ์—ฌ๋Ÿฌ ๋จธํ…Œ๋ฆฌ์–ผ ๋งŒ๋“ค๊ธฐ ๊ท€์ฐฎ์•„์„œย 

GetComponent<Renderer>().material

์ด๊ฑธ๋กœ ์ ‘๊ทผํ•ด์„œ ์ˆ˜์ •ํ•˜๋Š”๋ฐ ์—๋”ง๋ชจ๋“œ์—์„œ ํ™•์ธํ•  ์ˆ˜๊ฐ€ ์—†์–ด์„œย 

[ExecuteInEditMode]์ด๊ฑฐ๋กœ๋‹ค๊ฐ€ ์—๋”ง๋ชจ๋“œ์—์„œ ์‹คํ–‰๋˜๋„๋ก ํ•˜๋Š”๋ฐย 


Instantiating material due to calling renderer.material during edit mode. This will leak materials into the scene. You most likely want to use renderer.sharedMaterial instead.

UnityEngine.Renderer:get_material()

์ด๋Ÿฐ ์˜ค๋ฅ˜๊ฐ€ ๋œจ๋„ค์š”


๊ทผ๋ฐ ์‹คํ–‰์€ ์ œ๋Œ€๋กœ ๋˜๊ณ ์š”


ย ์–ด์งธ์•ผํ•˜๋Š”์ง€ ๋ชจ๋ฅด๊ฒ ๋„ค์—ฌ

๊ฐœ๋…์„ ์ž˜ ์•„๋Š”๊ฒƒ๋„ ์•„๋‹ˆ๋ผ์„œ ๋ญ˜ ์›ํ•˜๊ณ  ๋ญ๊ฐ€ ๋ฌธ์ œ์ธ์ง€ ์ „๋‹ฌํ•˜๋Š”๊ฒƒ๋„ ํž˜๋“œ๋„ค์š”