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As part of a college project, a member of my group has made some simple chests with an open animation. Importing these into Unity though, I instantly noticed there were gaps where the faces should be. After a bit of experimenting, I figured it was because the Normals were facing the wrong way. The outside seemed fixed, but faces were missing when the chest opens during its animation. I'm guessing the inside of the chest will need another layer of faces with the Normals facing the right way...? Though surely this would means having doubles...?

enter image description here

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You shouldn't put two faces with inverted normals instead, you have to use a Double Sided Shader in unity to show the backfaces too. if it's a custom shader, you can write Cull Off in your shader code, if not, you can download one from asset store or google.

You can also make your shader double sided in shader graph like shown in the following image:

enter image description here

There is a Two Sided toggle field in shader settings.

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  • \$\begingroup\$ Okay, disregarding the Double Sided Shader for the moment, what would be the best thing to do in Blender to sort the issue out? \$\endgroup\$ Commented Jun 14, 2019 at 11:24
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    \$\begingroup\$ You can add faces manually inside the object but with a little movement so they won't be intersecting each other, or you can use solidify modifier to add width to your faces but these are not recommended. \$\endgroup\$ Commented Jun 14, 2019 at 11:27
  • \$\begingroup\$ The best way would be the double-sided shader \$\endgroup\$ Commented Jun 14, 2019 at 11:28
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    \$\begingroup\$ You're using unity 2019 so you can use shader graph to create your shaders, and there is an option there to make your shader double-sided without needing any code. \$\endgroup\$ Commented Jun 14, 2019 at 11:28
  • \$\begingroup\$ Okay, thanks. I'll look into the Double Sided Shader. Thanks. :) \$\endgroup\$ Commented Jun 14, 2019 at 11:29

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