using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class ReverseNormals : MonoBehaviour { private void Start() { MeshFilter meshFilter = GetComponent(typeof(MeshFilter)) as MeshFilter; if (!(meshFilter != null)) { return; } Mesh mesh = meshFilter.mesh; Vector3[] normals = mesh.normals; for (int i = 0; i < normals.Length; i++) { normals[i] = -normals[i]; } mesh.normals = normals; for (int j = 0; j < mesh.subMeshCount; j++) { int[] triangles = mesh.GetTriangles(j); for (int k = 0; k < triangles.Length; k += 3) { int num = triangles[k]; triangles[k] = triangles[k + 1]; triangles[k + 1] = num; } mesh.SetTriangles(triangles, j); } } }