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]; i++; } mesh.normals = normals; } }