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Using the PaintVertices code from the Procedural Mesh example project, the sphere normals get messed up
I'm working on a project where I need to pull a part of the mesh out of a sphere. (Much like pulling on a bit of bread dough. The code supplied in the Procedural mesh example project (provided by the Unity Technologies peeps) creates the effect pretty well. But when it is applied, it seems to screw up the normals ever so slightly in such a way that makes the quads that make up the quad-sphere, visible.
Any ideas on what causes this and how to fix/prevent it?
A quick potential fix to try would be running .RecalculateNormals() on the mesh after editing the vertices.
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