So, I have an object to which I preformed a boolean operation. The problem is that by doing that, some of the normals on the object are facing the wrong direction:

enter image description here

Now, the object looks fine in blender, but when exported to Unity, since faces cannot be double-sided, they appear facing the wrong direction and appear invisible:

enter image description here

So I tried recalculating the normals to see if it would fix that problem, which it did, but it created another one:enter image description here

Now the object looks very weird and lit wrong, and I have no clue what's wrong. I've recalculated the normals again, I've flipped only the normals in the door part, but nothing seems to fix it. If someone can help I'd be very grateful.

  • $\begingroup$ Well don't I feel stupid now... Thanks a lot, I'm a bit of a noob as you can see and I had no idea. $\endgroup$ – David R.L. Apr 30 at 19:03
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    $\begingroup$ Hello :). Please mark the asnwer as accepted , for others with a similar problem. Thanks. $\endgroup$ – Jachym Michal Apr 30 at 19:42

The edges of the door arc aren't marked sharp like the other edges that are colored light blue. You can either mark these edges as well (select the edges then Ctrl+E > Mark Sharp) or set the shading to flat for the entire mesh.

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