title: gameObject.transform.localScale ignores my material assignment on the game object?
body: <p>I have a shield that I would like to shrink when a button is held down, and then when the button is released, the shield returns to it's original size. I would like the shield to be a translucent red color, so I attached a material to it in the inspector.</p>
  
  <p>My code for shrinking the shield works as expected, however on every subsequent button press, the shield shows up as translucent grey instead of translucent red. </p>
  
  <p>I am absolutely tearing my hair out over this. Can anyone help?</p>
  
  <p>Here's my code:</p>
  
  <pre><code>if (Input.GetButton ("PS_Circle")) {
  
          playerOneShield.SetActive (true);
  
          playerOneShieldOn = true;
  
          playerOneShield.transform.position = playerOne.transform.position;
  
          playerOneShield.transform.localScale -= new Vector3(0.1F, 0.1f, 0);
  
      } else if (Input.GetButtonUp ("PS_Circle")) {
  
          playerOneShield.SetActive (false);
  
          playerOneShieldOn = false;
  
          playerOneShield.transform.localScale = new Vector3(45F, 50f, 0);
      }
  </code></pre>