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The normals of the mesh.
If the mesh contains no normals an empty array will be returned.
// Rotate the normals by speed every framevar 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; }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float speed = 100.0F; void Update() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] normals = mesh.normals; Quaternion rotation = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up); int i = 0; while (i < normals.Length) { normals[i] = rotation * normals[i]; i++; } mesh.normals = normals; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public speed as float = 100.0F def Update() as void: mesh as Mesh = GetComponent[of MeshFilter]().mesh normals as (Vector3) = mesh.normals rotation as Quaternion = Quaternion.AngleAxis((Time.deltaTime * speed), Vector3.up) i as int = 0 while i < normals.Length: normals[i] = (rotation * normals[i]) i++ mesh.normals = normals