Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mesh.RecalculateNormals

Suggest a change

Success!

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function RecalculateNormals(): void;
public void RecalculateNormals();

Description

Recalculates the normals of the mesh from the triangles and vertices.

After modifying the vertices it is often useful to update the normals to reflect the change. Normals are calculated from all shared vertices. Imported meshes sometimes don't share all vertices. For example a vertex at a uv seam will be split into two vertices. Thus the RecalculateNormals function will create normals that are not smooth at the uv seam. Also note that RecalculateNormals does not generate tangents automatically thus bumpmap shaders will not work with the mesh after calling RecalculateNormals. You can provide your own tangents however.

	function Start () {
		var mesh : Mesh = GetComponent.<MeshFilter>().mesh;
		mesh.RecalculateNormals();
	}
using UnityEngine;
using System.Collections;

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