Normals, correct shading, and UV tiling on Generated Dynamic Mesh

Hi all,

We are working with procedurally generated dynamic meshes and looking to add correct normals and UV tiling to the geometry created.

For now as you can see in the screenshot, the material applied to the mesh is the same as one applied to the cube yet the shading is off.

What is the most performance efficient way to compute normals and apply simple box UVs on this geometry?

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did you find an answer?