issues with backface culling in my project (first person cam) ?

ok, so I was working with placeholders in my game before getting started
it’s a first person view game and the player is supposed to be an astronaut
I want to show that the head is inside a helmet, so I designed a helmet prototype in unity but when I imported it into unity, only the outer side of the helmet was visible and when viewed from inside to outside (head inside or camera inside hollow space of hemisphere) then my mesh goes disappear, by doing some research I figured out its something to do with backface culling, I’m a newbie and so I need some guidance as to how I achieve this first-person camera view ?
also notice that I want to show the reflection of helmet outside too, although only the inside matter for camera - view, but I want to have shadow of the helmet on a wall too.

I’m using the blender, before asking this question I did some research and was able to figure out a partial solution, i.e to re-calculate my normals inside and then import again into unity, but as I said, now I cannot see the shadow of the outer portion of the helmet

should I simply duplicate the helmet mesh and flip the normal of duplicated mesh outside while the normal of original mesh points inside ? is this is a valid approach?

Yes

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You can also use a material that disables backface culling.

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How ? any reference link to this solution ? also is there any cons of the solution you mentioned above ?

Here’s the manual, basically “Cull Off” in the shader pass.

The only con is that the backfaces will be rendered, but in this case you want that to happen. :slight_smile: