Version: 2017.3 (switch to 2018.1b)
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# Mesh.normals

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

## Description

The normals of the Mesh.

If the Mesh contains no normals, an empty array is returned.

```#pragma strict
// Rotate the normals by speed every frame
var speed: float = 100.0f;
// Update is called once per frame
function Update() {
// obtain the normals from the Mesh
var mesh: Mesh = GetComponent.<MeshFilter>().mesh;
var normals: Vector3[] = mesh.normals;
// edit the normals in an external array
var rotation: Quaternion = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up);
for (var i: int = 0; i < normals.Length; i++)
normals[i] = rotation * normals[i];
// assign the array of normals to the mesh
mesh.normals = normals;
}```
```// Rotate the normals by speed every frameusing UnityEngine;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;
}
}
```

Note: To make changes to the normals it is important to copy the normals from the Mesh. Once the normals have been copied and changed the normals can be reassigned back to the Mesh.