Importing Model from blender to unity

Ok, so i make my model in blender(its a house not that much detailled but a little complex) and then i finish all by removing double, smooth shading, add a modifier(edge split) and at the end i press ctr+n for the normals to go in the same direction. Afther that, i chose the rotation scale and export my model as a fbx file into unity. But there the problem, in unity my model miss face. I know its because the normal are not in the good way but i cant fix it. I already press ctrl+n but the normal are not in the good way and i cant do this manually it will take too much time so i want to know how to fix that if someone could help me that will be nice. Thanks

In the import settings, there should be an option that allows Unity to calculate the normals instead of importing them.
This may help fix your problem.

In many cases you will need to manually make sure that your normals are facing into the right direction. I have not worked too much with Blender in that matter, but it basically is the same I guess with 3ds Max. Automatic calculation of normals was not enough in many cases, no matter whether it is done in the 3D application itself or via Unity.

So my recommendation is to manually make sure that normals are set correctly, and if not, flip them manually as well. That way you won’t see unexpected results.

You need to make sure that the normals are in the correct direction when you make your model in blender, it will save you a lot of troubles. Also unity can directly import .blend file, you don’t need to export to fbx.

yes but i got too much face in the wrong direction it will take lot of time so there not another way to do that