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Invisible Models in Unity???
My Dude and I would programm a Game but one thing stops our hobby. Faces and Objects are invisible!
I created a Cube with Simple Planes to show our Problem.
Next I rotate the Plane in Front close 180° in the first Picture. You see,... yes nothing! The Planes down, right and at the backside are invisible!
In the second Picture I show you the backside with same Positions of the Objects.
It is hard because Unity do it not only with planes and cubes but also with completely Models!!! Parts of Models like a Car as sample the wheels are unvisible. Its so idiocy. We can't go on before we disable this funktion ore find another solutions!!! Thank you for your Help Community!!!
Answer by Griffo · Aug 07, 2012 at 06:37 PM
Use a double sided shader like below .. but it does double the draw calls.
hope that work with the textures! thank you!! can i chat u when we have a problem?
Answer by OperationDogBird · Aug 07, 2012 at 06:01 PM
A plane is only visible in one direction...the front, because there is nothing to view on the other side. In a modeling program you will see both sides but one side will be black because there is no face to view. In unity, if there is no face, you cant see anything. If you have problems with other models, make sure all the faces are facing the correct direction and that the model is watertight.
Answer by Meltdown · Aug 07, 2012 at 06:41 PM
This is known as backface culling. It's a rendering optimisation so the graphics card doesn't draw what is on the 'back face' of a polygon that isn't usually seen.
You'll need a shader with the Cull property set to off, such as the shader provided by Gruffo above.
Answer by the_Simian · Aug 07, 2012 at 07:19 PM
There is one other possibility I haven't seen mentioned yet: some of the the normals of your mesh are not facing the correct direction.
I'll explain the answer in blender.
Open the mesh and enter Edit mode (this can be done by pressing tab).
In the properties panel, (you can toggle with the N key), select that you with to view normals. there will now be a shor line "sticking out" of the face, to indicate the normal direction.
If you see one facing in, when it should be facing out:
Select one of the faces, and to flip the normal hit Ctrl + N.
Again, that is just the blender fix, follow a similar process for your respective 3d editor.
when I see missing faces, often this can be the cause, if the behavior is inconsistent with expected camera occlusion culling behavior.