The normals of the Mesh.
If the Mesh contains no normals, an empty array is returned.
#pragma strict // Rotate the normals by speed every frame var speed: float = 100.0f; // Update is called once per frame function Update() { // obtain the normals from the Mesh var mesh: Mesh = GetComponent.<MeshFilter>().mesh; var normals: Vector3[] = mesh.normals; // edit the normals in an external array var rotation: Quaternion = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up); for (var i: int = 0; i < normals.Length; i++) normals[i] = rotation * normals[i]; // assign the array of normals to the mesh mesh.normals = normals; }
// 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.
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