Version: 2019.2
LanguageEnglish
  • C#

Mesh.normals

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public Vector3[] normals;

Description

The normals of the Mesh.

If the Mesh contains no normals, an empty array is returned.

// Rotate the normals by speed every frame

using UnityEngine;

public class ExampleClass : MonoBehaviour { float speed = 100.0f;

// Update is called once per frame void Update() { // obtain the normals from the Mesh Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] normals = mesh.normals;

// edit the normals in an external array Quaternion rotation = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up); for (int i = 0; i < normals.Length; i++) normals[i] = rotation * normals[i];

// assign the array of normals to the mesh mesh.normals = normals; } }

Note: To make changes to the normals it is important to copy the normals from the Mesh. Once the normals have been copied and changed the normals can be reassigned back to the Mesh.

Note: normals are assigned to vertices, not triangles.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961