Anyone know why my wall looks like retarded?

The walls are very thin and other side of the wall i see no wall (there is no 2 side, only one side). anyone know why ?

Screenshot: Imgur: The magic of the Internet

How did you make your wall?

Prefabes from hospitals assets.

Hmm. Well I couldn’t say in the case of an asset, but I wouldn’t be surprised if the walls are just planes made in Unity or Blender or something. In that case you would need to go back to where they were created and make them cubes or something instead.

Ok. I am little new to unity but you mean create cubes and take that materials on the cubes, Make the wall on own and use only the materials. I am in progress with that now. I think its planes made in unity that you say too… But very thanks for help and tips! :).

That’s because the shader you’re using only works on one side of each polygon. This is normal, and actually a good thing, because when you think about it, infinitely thin things (like your walls) aren’t exactly common in a 3D environment and generally would look pretty weird anyway. Your wall, were it real, would have depth to it, which in a 3D modelling equivalent would mean it has a second face that points back in the opposite direction. Looking out from inside the wall isn’t a view you’d ever expect the player to see, so there’s no point in rendering the inside bricks and so on. Culling things the player will never see is a fantastic way to save on computer resources at runtime, because what would happen otherwise is that every single time a new frame is drawn on screen, the buffer would draw out all that hidden stuff we don’t need, and then draw the visible stuff over the top until every triangle in the viewport is rendered. Much better to just draw the bits we’ll actually use!

The hospital assets here are made specifically to help out with this and not be wasteful, so have a rummage around in them and see if there’s a door frame asset. The way they’d generally expect you to deal with the scene you’re trying to build is to line up two of those “wall with a hole for a doorway” type assets, each facing in opposite directions, and then insert a door frame asset into the doorway so that the wall has depth and the see-through back faces aren’t visible.

Oh, and for the sake of better completeness, there are actually a few cases where you might want a double-sided shader, for example when using planes to represent grass, for which you could use a specialist vegetation shader to render each triangle from either direction. You can try messing with this if you like by swapping out the default shader with something like that on your wall assets - it won’t be pretty, but it might help you better understand how this stuff works.

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