@Armored_Blob yes, to do this I already defined a new node I called “Material Named”
Thus the pivot of this discussion is about creating a “new, unique, not already existing Material” dynamically during the play, and then allocate it to the new spawned object.
As you can see, with this kind of “Material Named” node, even if I can allocate a unique material to the new object using a string I set with the good RGB_xx_xx_xx code, the Material needs to be created by hand before.
Thus, having to create all those Materials called RGB_xx_xx_xx before using them for more than +100 objects, it’s laborious and its the job of the ordi …
The question is then about a kind of the dynamic creation of unique materials during the play.
(I though for example also about defining a kind of sprite material map and then adjust it over each new object … but seems complicated to realize and then use)