An array of vectors that defines the surface orientation at each vertex of the mesh.
Normal vectors are used for lighting calculations and are typically unit vectors. Each normal in the array corresponds to the vertex at the same index in the mesh's vertices array. The size of the normals and vertices arrays must be the same.
In some cases, such as after mesh deformation or when using non-uniform scaling on the Transform, normals can become non-unit length.
If the mesh does not contain any normals, this property returns an empty array.
Note that this property returns normals in the mesh's local space, not in world space.
using UnityEngine;
// Rotate the normals by speed every frame public class ExampleClass : MonoBehaviour { float speed = 100.0f;
// Update is called once per frame void Update() { // obtain the normals from the Mesh Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] normals = mesh.normals;
// edit the normals in an external array Quaternion rotation = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up); for (int i = 0; i < normals.Length; i++) normals[i] = rotation * normals[i];
// assign the array of normals to the mesh mesh.normals = normals; } }