Cylinder Variance

I know this is probably a trivial issue, but I have tried multiple ways to solve it and it is driving me crazy. I have two cylinders in a scene which was created in Blender and imported via FBX to Unity. For some reason one or both cylinders renders as a part-cylinder in Unity. It’s not entirely predictable, in some cases it looks like a half-cylinder that moves as the view moves, in other cases it looks mostly like a cylinder except that the round internal circle is visible. I’ve tried changing to extruded circles instead of cylinders and have also tried avoiding cutting through the other surfaces (the floor). Image below and any help is appreciated! It is the rust and blue cylinders I am referring to.

Your normals are backwards. Go into edit mode, select everything and hit Ctrl-N. Then re-export and it should be fine. There’s also a nasty texture seam there, watch some tutorials on UV mapping to know how to fix that.

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I am not sure how I managed that as I checked the normals repeatedly, but I must have corrected one problem and then hosed the normals at the same time. Thank you! It worked of course.

The seam is not a problem, I can figure out how to fix that. The deformed cylinder was my problem.