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Question by constant · Mar 27, 2013 at 11:57 PM · mesh

Creating custom plane mesh - Why it's flipped?

I am making a custom mesh, a Plane, simply for educational purposes.

The mesh is created correct but it's facing downwards (-Y Global), if I want to see it correct then I will have to rotate the GameObject 180 degrees so it's facing upwards (Y Global), which is bad. I don't want to rotate it.

Do you know how can I create it correctly right from the start?

In case you're interested to know here's the snippet.

 public static void Test()
 {
     GameObject go = new GameObject("Test");
     MeshRenderer mr = go.AddComponent<MeshRenderer>();
     mr.sharedMaterial = new Material(Shader.Find("Diffuse"));
     MeshFilter mf = go.AddComponent<MeshFilter>();
     Mesh m = new Mesh();
     m.name = "TestMesh";
             
     m.vertices = new Vector3[] {
         new Vector3(-1, 0, -1),
         new Vector3(1, 0, -1),
         new Vector3(1, 0, 1),
         new Vector3(-1, 0, 1)
     };
     
     m.triangles = new int[] {
         0, 1, 2, 0, 2, 3
     };
     
     m.RecalculateNormals();
     m.RecalculateBounds();
     mf.sharedMesh = m;        
 }
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Answer by Screenhog · Mar 28, 2013 at 12:06 AM

The simplest way is to reverse the order you're creating the triangles:

 m.triangles = new int[] {
    3, 2, 0, 2, 1, 0
 };

Reversing the list of m.vertices would, I believe, do the same thing.

EDIT: Technically, another way to do this is to use a material with a shader that only renders backfaces. However, I'd avoid that route unless I knew exactly why I was doing it.

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avatar image constant · Mar 28, 2013 at 05:25 PM 0
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Superb! Thanks. :)

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