The normals of the mesh.
If the mesh contains no normals an empty array will be returned.
// Rotate the normals by speed every frame
var speed = 100.0;
function Update () {
var mesh : Mesh = GetComponent(MeshFilter).mesh;
var normals : Vector3[] = mesh.normals;
var rotation : Quaternion = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up);
for (var i = 0; i < normals.Length; i++)
normals[i] = rotation * normals[i];
mesh.normals = normals;
}