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Anonymous /vg/528687780#528756710
6/25/2025, 1:44:03 PM
(1/3)
Can some anon help me understand the winding order for Meshes in Unity. From other anons on the Unity forums and from instructors I've been told that the winding order is supposed to go in a counter-clockwise order, but when I implement that order in Unity I get the back-face of the triangle instead of the front-face. (see picrel).

I now found this chapter in the Unity manual "Create a quad mesh via script" which states that I should use a clockwise winding order when setting the vertices. https://docs.unity3d.com/Manual/Example-CreatingaBillboardPlane.html#:~:text=The%20ordering%20is%20important%20because%20you%20must%20order%20the%20corners%20clockwise

Is the distinction between setting a quad vs a triangle that the former should be done clockwise while the latter should be set counter-clockwise, or am I completely off?