Minor: Why does default plane mesh have upside down UV?

This is an unimportant issue, but I feel like if I pull on this thread I might learn something interesting: if I create a blank scene in a new project and insert a 3D Object > Plane, then whatever texture I apply to that plane will be upside down, because the default plane mesh in Unity has its UV coordinates flipped.

(By the way, the Quad mesh doesn’t have this problem.)

It’s trivial to fix and not a big deal, but it’s been bothering me for ages. What’s the deal?

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Why? Because it was like that when that mesh was created 15+ years ago for Unity 1.0 no one noticed it was like that, and no one ever bothered to fix it, and now some people might rely on it being that orientation so fixing it could break something.

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