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Question by Arxxes · Apr 03, 2020 at 08:39 AM · meshlightingnormalsspotlightuvs

Lighting Issues with custom generated mesh

Hey there,

So i've followed this tutorial by Sebastian Lague on custom generated 3d caves. Unfortunately if i insert a player with a spot light into one of those caves i run into an issue. Only half of the walls do respond correctly to the light. The seam looks something like this image?issue

As you can see the walls appear to be completely black, even though their material is set to be red. This does not change even if i shine the light directly onto the walls.

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avatar image Namey5 · Apr 03, 2020 at 11:30 PM 1
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Have you correctly created the mesh normals? Without them lighting won't work.

avatar image Arxxes Namey5 · Apr 04, 2020 at 01:39 PM 0
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I think i did, since half the wall is working as intended. I did mesh.recalculateNormals().

 public void Generate$$anonymous$$esh(int [,] map, float squareSize) {
             outlines.Clear();
             checkedVerticies.Clear();
             triangleDictionary.Clear();
     
             vertices = new List<Vector3>();
             triangles = new List<int>();
     
             squareGrid = new SquareGrid(map, squareSize);
     
             for (int x = 0; x < squareGrid.squares.GetLength(0); x++) {
                 for (int y = 0; y < squareGrid.squares.GetLength(1); y++) {
                     TriangualateSquare(squareGrid.squares[x, y]);
                 }
             }
     
             $$anonymous$$esh mesh = new $$anonymous$$esh();
             cave.mesh = mesh;
     
             mesh.vertices = vertices.ToArray();
             mesh.triangles = triangles.ToArray();
     
             int tileAmount = 10;
             Vector2[] uvs = new Vector2[vertices.Count];
             for(int i = 0; i<vertices.Count; i++) {
                 float percentX = $$anonymous$$athf.InverseLerp(-map.GetLength(0) / 2 * squareSize,map.GetLength(0)/2*squareSize , vertices[i].x) * tileAmount;
                 float percentY = $$anonymous$$athf.InverseLerp(-map.GetLength(0) / 2 * squareSize,map.GetLength(0)/2*squareSize , vertices[i].z) * tileAmount;
                 uvs[i] = new Vector2(percentX, percentY);
             }
             mesh.uv = uvs;
     
             if (!is2D) {
                 CreateWall$$anonymous$$esh();
             }
             mesh.RecalculateNormals();
         }
 
 

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