# RecalculateNormals(MeshUpdateFlags)

> Recalculates the normals of the Mesh from the triangles and vertices.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void RecalculateNormals(MeshUpdateFlags flags)
```

### Parameters

**** (\[MeshUpdateFlags]\(/engine/6000.7/script-reference/unityengine/rendering/meshupdateflags)): Flags controlling the function behavior, see [MeshUpdateFlags](/engine/6000.7/script-reference/unityengine/rendering/meshupdateflags.md).

### Remarks

After modifying the vertices it is often useful to update the normals to reflect the change. Normals are calculated from all shared vertices.

Imported Meshes sometimes don't share all vertices. For example, a vertex at a UV seam is split into two vertices, so the RecalculateNormals function creates normals that are not smooth at the UV seam.

Note that RecalculateNormals does not generate tangents automatically, to do that use [Mesh.RecalculateTangents](/engine/6000.7/script-reference/unityengine/mesh/recalculatetangents.md).

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    void Start()
    {
        Mesh mesh = GetComponent<MeshFilter>().mesh;
        mesh.RecalculateNormals();
    }
}
```

RecalculateNormals converts Mesh vertex position data to [VertexAttributeFormat.Float32](/engine/6000.7/script-reference/unityengine/rendering/vertexattributeformat/float32.md) format, if the format is different.

Additional Resources: [Mesh.RecalculateTangents](/engine/6000.7/script-reference/unityengine/mesh/recalculatetangents.md).
