• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by dovker · Sep 29, 2019 at 08:40 PM · lightinggenerationmeshfiltermesh renderergenerate

Strange lighting behaviour when generating a mesh.

Hello,

I am pretty new to unity, coming from monogame.

I recently tried to generate this mesh and light it up, but it strangely acts like there's a curve to it.

I have used mesh.RecalculateNormals(); just for you to know. Here's the video:

alt text

And code:

 Mesh mesh;
 
     Vector3[] vertices; //Vertex array
     int[] triangles; //Index array
     private float width; //Texture Width
     private float height; //Texture Height
     public int tSize = 16; //Texture size for reference
     public float splitLine = 8; //Fold Line
     private float splitNorm; //Fold line Normalized
     public Texture tex; //Texture
     Vector2[] uvs; //UV array
 
 
     void Start()
     {
         mesh = new Mesh();
 
         GetComponent<MeshFilter>().mesh = mesh;
         GetComponent<MeshRenderer>().material.mainTexture = tex;
 
         width = tex.width / tSize; 
         height = tex.height / tSize; 
         splitNorm = splitLine / tex.height;
 
         CreateShape();
         UpdateMesh();
 
     }
 
     void CreateShape()
     {
         vertices = new Vector3[]
         {
             new Vector3(0, 0, -height),
             new Vector3(0, -height * splitNorm, -height),
             new Vector3(width, -height * splitNorm, -height),
             new Vector3(width, 0, -height),
             new Vector3(0, -height, 0),
             new Vector3(width, -height, 0),
         };
 
         triangles = new int[]
         {
             0,2,1,
             0,3,2,
             2,5,1,
             1,5,4,
         };
 
         uvs = new Vector2[]
         {
             new Vector2(0, 0),
             new Vector2(0, height * splitNorm),
             new Vector2(width, height * splitNorm),
             new Vector2(width, 0),
             new Vector2(0, height),
             new Vector2(width, height),
         };
     }
 
     void UpdateMesh()
     {
         mesh.Clear();
 
         mesh.vertices = vertices;
         mesh.uv = uvs;
         mesh.triangles = triangles;
 
         mesh.RecalculateNormals();
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

219 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Mesh Renderer Objects and Sprite Renderer Objects are Lit Differently 1 Answer

Terrain tree from 2 crossed sprites/quads 1 Answer

Changing a mesh with code but it doesn't react to the lighting 1 Answer

Is there a way to control when lighting is generated? 0 Answers

Disable all lighting? 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges