Yesterday I found that Barricade placement preview will always make the first material in mesh transparent blue(placement preview),but other mateial not.
Badly,I use mutiple materials to build all my assets XD.
As the title,can someone tell me disadvantages?
There’s a few downsides. On the unturned front, generally multiple materials were not considered during earlier development so comparability wise you’re out of luck. From a performance and engine perspective there are more tangible issues. I think it helps to know what multiple materials are doing under the hood. Each mesh can only have 1 material for draw call purposes, so s single mesh with multiple materials is actually multiple “submeshes” with the materials applied to each corresponding mesh. There’s some nuance to drawcall optimisation, but generally you should be keep that number as low as possible, which means less materials. However there are cases where using another more specialised shader is unavoidable and you’ll have to use multiple materials. There’s a lot of great information on the Unity forums or dev blogs that talk about best practice in this case.
You shouldn’t worry yourself too much about these specifics; these are the minor strokes to optimisation and hardware has gotten a lot better so worrying about tenths of a percentile isn’t that important.