Each(x, y, z)is a unit vector of the normal to the surface at each vertex. There is exactly one normal vector for each vertex. These normals are relative to center transform of the face.
A buffer of triangles' indices in consecutive(i0, i1, i2)triplets.
Every three consecutive values are indices that represent a triangle. The front face of each triangle is defined by the face where the vertices are in counter clockwise winding order.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2025-11-03 UTC."],[],["`GARAugmentedFaceMesh` provides data for a detected face mesh. It contains properties for: `normals` (3D surface normal vectors per vertex), `textureCoordinates` (UV texture coordinates per vertex), `triangleCount` (number of triangles), `triangleIndices` (triangle vertex index triplets), `vertexCount` (number of vertices, currently 468), and `vertices` (3D vertex locations). Triangles are defined by counter-clockwise winding order, normals and vertices are relative to the face's center transform, and the `triangleIndices`, `textureCoordinates` and `vertexCount` do not change.\n"]]