Create all same mesh but with an inversed side

Hi, guys!
I try to create mesh in 2D game (I need a complex sprite shape):

Mesh mesh = new Mesh();
mesh.name = "PolygonMesh";
mesh.vertices = new Vector3[] {
    new Vector3(-1f, -1f, 0f),
    new Vector3(1f, -1f, 0f),
    new Vector3(1f, 1f, 0f),
    new Vector3(-1f, 1f, 0f)
};
mesh.uv = new Vector2[] {
    new Vector2 (0, 0),
    new Vector2 (0, 1),
    new Vector2 (1, 1),
    new Vector2 (1, 0)
};
mesh.triangles = new int[] { 0, 1, 2, 0, 2, 3 };
mesh.RecalculateNormals();

But this mesh has a face side that is inverted toward to another scene’s objects. Of course, I can rotate it on 180 deg. by Y-axis but I want create it already inversed to reduce additional transform calculations for rotating. How to make it?

You can reverse the triangles

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

Yeah, thank you! But can you explain me, pls? Why it so? How to vertex path order influences on the face side?
Maybe it has a lot of information but I don’t know how it is called to find.

http://docs.unity3d.com/Manual/UsingtheMeshClass.html

1 Like

Thank you very much! It seems, I understood all.