Version: 2020.1
  • C#


Suggest a change


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.


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.



Switch to Manual
public void RecalculateTangents(Rendering.MeshUpdateFlags flags = MeshUpdateFlags.Default);


flags Flags controlling the function behavior, see MeshUpdateFlags.


Recalculates the tangents of the Mesh from the normals and texture coordinates.

After modifying the vertices and the normals of the Mesh, tangents need to be updated if the Mesh is rendered using Shaders that reference normal maps. Tangents are calculated using the vertex positions, normals and texture coordinates of the Mesh.

using UnityEngine;

public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateTangents(); } }

RecalculateTangents converts Mesh vertex position, normal and UV0 data to VertexAttributeFormat.Float32 format, if the format is different.

If the Mesh does not have normals, texture coordinates or triangles, then the tangents are all set to a /(1,0,0,1)/ vector.

See Also: RecalculateNormals.

Did you find this page useful? Please give it a rating: