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I'm trying to export an FBX into Unity. In blender, the materials are opaque and have no transparency. However, when I export it into Unity, the object appears transparent.

I have made sure to recalculate my normals using Ctrl+N, as well as apply location scale and rotation using Ctrl+A.

Here's an image. If anybody has any ideas as to what is going wrong, I would appreciate it.

Blender on left, Unity on right

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  • $\begingroup$ blender.stackexchange.com/questions/57531/… $\endgroup$ Commented Mar 12, 2019 at 0:32
  • $\begingroup$ Even when changing all of the Unity materials to the default, I still end up with the large transparent gaps in the big gray building. Maybe the issue isn't material related after all. $\endgroup$ Commented Mar 12, 2019 at 0:45
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    $\begingroup$ Is it possible that your normals are flipped? $\endgroup$
    – user1853
    Commented Mar 12, 2019 at 2:37
  • $\begingroup$ i've had this problem when using Principled BSDF.. if I switch to Diffuse BSDF in blender materials, then this doesn't happen. not sure if this is a bug in blender FBX export of P-BSDF, or whether unity isn't handling something in FBX correctly $\endgroup$ Commented May 8, 2019 at 19:55
  • $\begingroup$ So , enable backface culling option in blender , now u can see the exact problem in blender as in unity , recalculate the normals there , this video will help youtube.com/watch?v=lmMD9fV98Co maybe in diffuse bsdf light data is abble read from both sides thats why u r able to succeed in diffuse bsdf $\endgroup$ Commented Feb 7, 2021 at 11:27

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