Mesh not rendering correctly?

Hello!

I’m doing a bit of practicing on my workflow from Blender to Unity. I’ve made a simple little level design and I wanted to see if I could make it show up nice and run around with the character controller prefab. Needless to say I am having a bit of trouble viewing the entire level from any given point.

I can rotate around it and see what is missing. The camera viewer down at the bottom right-hand side is also having the same troubles.

This is what it should look like from Blender.

Someone feel like pointing out what I am doing wrong?

You need to reverse the normals of the cave mesh. Not sure how that is done in Blender, but you can probably search how to do it.

Defiantly kind of worked! Thanks for the advice.

Perhaps now, I need to reverse those polygon’s normals? Or should I just make them a separate object all together?

Well, you need to reverse the normals appropriately for each face. To better understand what is happening look up back face culling on wikipedia etc. But I would separate the meshes anyway as it will be more efficient. You don’t want your whole level to be a single mesh. Break the mesh up according to proximity (well thought out sizes within the level) and by material.

I think I got it to work! Thanks for the help and advice.