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public class WallMaterial : MonoBehaviour { public Transform targetObject; public GameObject gameObject; [SerializeField] private LayerMask wallMask; public Material holeMaterial, wallMaterial; Renderer renderer; private void Start() { gameObject.GetComponent<Renderer>().material = wallMaterial; } private void Update() { var direction = targetObject.position - transform.position; float distance = Vector3.Distance(transform.position, targetObject.position); RaycastHit hit; if (Physics.Raycast(transform.position, direction, out hit, distance)) { Debug.Log("vittuje vitut"); renderer = hit.transform.GetComponent<Renderer>(); Debug.Log("take the renderer"); gameObject.GetComponent<Renderer>().material = holeMaterial; // TODO make it work Debug.Log("there's a hole"); } else { if (renderer != null) { gameObject.GetComponent<Renderer>().material = wallMaterial; // TODO Debug.Log("no holes found"); } } } }