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There is nothing inherently wrong with your original code when it comes to normalization. The only problem can be with meshes that do not properly share vertices, meaning your normalization code will always normalize the vertices that belong to a single Triangle. If you wish to fix such a mesh, you should either: Weld all vertices during import stage ...


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If you’re familiar with CSS spriting,it can be done the same way with SVGs. Unlike the icon fonts technique, you’re not bound to one color. You can use gradients, clipping masks, and transparencies while still keeping your mark-up and CSS clean. Chrome supports SVG with a few minor bugs and so does the latest Mozilla browser these are the ones that most ...


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The problem is that you need to actually average the normals. I see that you are accumulating a sum of each face normal that a vertice is apart of but I don't see where you actually divide it by the number of normals that you summed. What you would probably need to do is have another int array of the same size as your normal array and increment them after ...


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From the Unity documentation: Moved A finger moved on the screen. Stationary A finger is touching the screen but hasn't moved. You are checking to see that the fingers are both station and have moved. It is either one of the other. Your code inside the if statements will never run. I see what you are trying to do, but it does not wait after one if ...


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Vector3 targetDirection; float rotationSpeed; void Start() { targetDirection = this.transform.forward; } void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { if (hit.collider.tag == ...



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