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Found 1 result

  1. Can someone please help me out with computing normals from just the verts and triangles in C# Unity Side. Currently i am using the Unity Mesh object to calculate normals like so: Mesh mesh = new Mesh(); mesh.name = "sceneNavigationMesh"; mesh.vertices = triangulatedNavMesh.vertices; mesh.triangles = triangulatedNavMesh.indices; mesh.RecalculateNormals(); But the Mesh object is limited to 65000 verts... So i am going to need to manually calculate normals... But don't know how. What are the Magic Formulas for calculating the normals? Again... Any help would be awesome
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