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public var normals: Vector3[];
public Vector3[] normals;
public normals as Vector3[]


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; }
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];
        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])
		mesh.normals = normals