I have an algorithm that generates a sphere (which will eventually become a planet generator).
According to this post, Why does my script-made mesh only look visible from one side??? - Unity Answers the answer says “The order which the vertices are linked determines which direction they face.”
How do I order the vertices to guarantee they are facing outward?
You’d organize vertices (index or triagles) clockwise:
and use Mesh.RecalculateNormals.
Otherwise, you can write normal vectors in mesh with (vertexPos - center).normalized