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I am having trouble with exporting a simple "map" from blender into unity. I have tried to export it as a .fbx file, but that doesn't help me that much as it gives me what looks like an incomplete mesh, but yet it is there. I used a plane mesh to make this asset, but I am not sure that the problem

I was wondering if anyone was having this problem as well and could help me quickly

Any help is very appreciated,enter image description here

thank you.

(btw I am using blender 2.8)

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    $\begingroup$ Looks like inverted normals to me. Have you tried recalculating or flipping the normals? $\endgroup$ Commented Nov 21, 2019 at 11:10
  • $\begingroup$ No i havent, i will look on how to do that now and will report back. $\endgroup$ Commented Nov 21, 2019 at 12:58
  • $\begingroup$ perfect, it seems to have been fixed. Like you said I just had to recalculate the inside and outside normals and all looks fine now. Thank you, Robert! $\endgroup$ Commented Nov 21, 2019 at 13:02
  • $\begingroup$ @RobertGützkow could you add this as anwser? so that it is clear that there is a solution to the question? :-) $\endgroup$ Commented Nov 28, 2019 at 13:33

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The normals on your mesh are inverted. The effect you're seeing is caused by backface culling in the game engine, where faces with normals pointing in the opposite direction of the camera aren't rendered.

In order to fix this, you can try to recalculate the normals to face outside by using Mesh > Normals > Recalculate Outside or Shift + N. If they are consistently flipped in the wrong direction you can also use Mesh > Normals > Flip.

Blender has helpful options in the Viewport Overlay settings for detecting inverted normals. While in edit mode, you can display the normals. This allows you to easily see when the normals of your entire mesh have been inverted.

Normal direction

Sometimes only a few faces may have inverted normals. These can be quickly spotted by enabling the Face Orientation option.

Face orientation

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