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Is RecalculateNormals() broken??

Discussion in 'Editor & General Support' started by HitsuSan, Jun 9, 2020.

  1. HitsuSan


    Sep 28, 2014
    Hi guys,

    I was playing around with mesh generation (in particular hulls) and I've noticed very weird behavior on the normal recalculation algorithm so I've decided to make some tests. So If i make a simple cube with no uvs in blender, smooth it's normals out at max and then visualize them in unity.
    This is what they look like:

    Then I've recalculated the normals with RecalculateNormals() and this is what they looked like:

    What is this? Isn't there a way to either make them average smooth like in any 3d software?