We are running into a problem with mesh normals in our simple project. Basically, sometimes the normals are just wrong for certain meshes.
I initially thought it was my shader, so I switched to the “Display Normals” shader from here:
http://docs.unity3d.com/Documentation/Manual/ShaderTut2.html
and that illustrated the normals themselves are wrong.
I tried to simplify the scene and remove our models and art, but even with basic meshes, we have the same issue. As you can see in the attached image, some of the cubes have incorrect normals.
I tried to reproduce this with a brand new scene with no gameplay logic at all, but I was unable to recreate the issue. The scripts in our game aren’t doing anything that fancy other than spawning objects based on prefabs and some logic to allow you to drag the objects. I thought that it might be an issue with negative scale or something in our transforms, but I added axis rendering, and the transform seems correct even when the normals are not.
Is this something that someone else has encountered? Any ideas what the issue might be?
Thanks!
