after I procedurally generate mesh it gets weird shadows on edges in the middle of a face, or in some other seemingly random places. I assume I'm missing something -
how to make the "shadows" regulary distributed on faces like on primitives available in unity - in this example:
on a cube.
or on any imported meshes?
code
function creatingMesh(newVertices, newTriangles){
var newGameObject:GameObject = new GameObject("newCut");
var newMesh:Mesh = new Mesh();
newGameObject.AddComponent(MeshFilter);
newGameObject.AddComponent(MeshRenderer);
newMesh.vertices = newVertices.ToArray();
var uvs = new Vector2[newMesh.vertices.length];
for (i= 0; i<uvs.length; i++){
uvs <em>= Vector2(newMesh.vertices_.x, newMesh.vertices*.z);*_</em>
<em>_*}*_</em>
<em>_*newMesh.uv = uvs;*_</em>
<em>_*newMesh.triangles = newTriangles.ToArray();*_</em>
<em>_*newGameObject.GetComponent(MeshFilter).mesh = newMesh;*_</em>
<em>_*newMesh.RecalculateNormals();*_</em>
<em>_*if(newObjectMaterial) newGameObject.renderer.material = newObjectMaterial;*_</em>
<em>_*newGameObject.AddComponent(Rigidbody);*_</em>
<em>_*newGameObject.AddComponent(MeshCollider);*_</em>
<em>_*newGameObject.collider.convex = true;*_</em>
<em>_*}*_</em>
<em>_*```*_</em>