The issue is probably that the CombineMeshes function doesn’t actually merge shared points between the faces, so although the points along the seam are in the exact same place they are in fact 2 seperate vertices for each attached face. The calculated normals your seeing are correct if this is the case.
The only way that I can see of getting around this is to manually find and adjust the normals of would-be shared points in your new combined mesh.
for all vertices in my combined mesh
if vertices overlap
normalize the 2 normals of each overlapping vertices
while you are at it
eliminate the unnecessary vertice and retriangulate
if vertexA position == vertexB position
ooor
Distance(vertexA to vertexB) < some very small value here.
oooor
if vertexA and vertexB in same area
then
they overlap.
No,mister.I know that
By easy way i ment something like : Mesh.VertexOverlap
Just askin’…I see that everything is possible in Unity and most of the times i start to spend hours on a script and then find out that that script could be translated into a single line of code.
Thanks for yo’ anwser,tho