Self Answered. I was using wrong values to get to the normals.
For future searches they are in the order you constructed them.
I procedurally generated the terrain - section by section. A problem I’ve had with this are the normals aren’t smooth, so the terrain has those hard edges all over.
The solution I was given (several times) was to average the normals together. After redoing my terrain several times I am finally to the point where I need to fix the normals.
Expecting the solution to be as easy as the answer (Just average the 2 normals!) I immediately run a problem
How can normals be retrieved? (polygons set up by (y * block) + x. Normals autocalculated)
m = mesh.normals
From here, how would I get the edge of normals from m? I try m[y+block + x] = Vector3(10,10,10) yet the pattern ends up being stripes rather than solid lines.
I do not know how to get the edge of normals. I try y= 0-block x = 2 to edit normals along the edge. Instead it creates several small lines on the X axis, which repeat every so often on the Y axis.
EDIT:
(x = 0)
for (y = 0 ; y < block ; ++y){ //block is how long it is
//[y*block + x]
normals[y*blocksize + x] = Vector3(10, 10,10); //use 10,10,10 for debugging. Bright unnatural white
}
EDIT: Solved. Spend hours trying to find out what went wrong, searches ectect. Come home and 5 minutes into debugging I find it.
normals[yblocksize + x]
blocksize is how many blocks across the world is. 7, in this case.
normals[yblock+ x] //works
block is how many points the block is made with. In this case, 32.