How can I make the shading on my mesh look like the primitives?

I’ve got a pretty simple mesh that I’m using, however, as you can see in the screen shot, it won’t shade in the same way as a primitive cube. Both objects have the same material on them. Any suggestions? I’m having unity calculate the normals for me, could that be the problem?

The problem is the normals. Your mesh is sharing normals on edges between faces (often called “edge-smoothing”). The unity one has separate normals for each faces’ vertices.

You’ll need to fix the normals in your mesh editor before re-exporting to Unity.

It turns out this is happening because I am sharing vertices. This means that the normals are pointing directly out at each corner. By having 3 vertices at each corner of the mesh I can properly direct the normals for each face.

I found my answer here