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c# - Flip Normals in Unity 3D/spheres

I've written this code for my game and what I want is to flip the normals on a texture in unity. I have a model and a texture and wish for the texture to be inside the sphere model and not on the outside. I want to create a 360 panoramic effect by moving the camera around the images inside the sphere on top of the flipped texture.

Now, when I first hit the play button, it works perfectly, but then, when I stop it and want to play again, I don't see the board and neither the surroundings.

It seems that it works every 2 times that I try to play. I'm kind of new at this, and I have no idea where my mistake is.

using UnityEngine;
using System.Collections;

public class InvertObjectNormals : MonoBehaviour 
{
    public GameObject SferaPanoramica;

    void Awake()
    {
        InvertSphere();
    }

    void InvertSphere()
    {
        Vector3[] normals = SferaPanoramica.GetComponent<MeshFilter>().sharedMesh.normals;
        for(int i = 0; i < normals.Length; i++)
        {
            normals[i] = -normals[i];
        }
        SferaPanoramica.GetComponent<MeshFilter>().sharedMesh.normals = normals;

        int[] triangles = SferaPanoramica.GetComponent<MeshFilter>().sharedMesh.triangles;
        for (int i = 0; i < triangles.Length; i+=3)
        {
            int t = triangles[i];
            triangles[i] = triangles[i + 2];
            triangles[i + 2] = t;
        }           

        SferaPanoramica.GetComponent<MeshFilter>().sharedMesh.triangles= triangles;
    }
}
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by (71.8m points)

I realize you found a fix for your script.

If you're interested in an alternative, you can use a shader to flip the normals.

Flip Normals.shader

Shader "Flip Normals" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
    }
    SubShader {

        Tags { "RenderType" = "Opaque" }

        Cull Off

        CGPROGRAM

        #pragma surface surf Lambert vertex:vert
        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
            float4 color : COLOR;
        };

        void vert(inout appdata_full v) {
            v.normal.xyz = v.normal * -1;
        }

        void surf (Input IN, inout SurfaceOutput o) {
             fixed3 result = tex2D(_MainTex, IN.uv_MainTex);
             o.Albedo = result.rgb;
             o.Alpha = 1;
        }

        ENDCG

    }

      Fallback "Diffuse"
}

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