Problem with mesh normals

We are running into a problem with mesh normals in our simple project. Basically, sometimes the normals are just wrong for certain meshes.

I initially thought it was my shader, so I switched to the “Display Normals” shader from here:
http://docs.unity3d.com/Documentation/Manual/ShaderTut2.html
and that illustrated the normals themselves are wrong.

I tried to simplify the scene and remove our models and art, but even with basic meshes, we have the same issue. As you can see in the attached image, some of the cubes have incorrect normals.

I tried to reproduce this with a brand new scene with no gameplay logic at all, but I was unable to recreate the issue. The scripts in our game aren’t doing anything that fancy other than spawning objects based on prefabs and some logic to allow you to drag the objects. I thought that it might be an issue with negative scale or something in our transforms, but I added axis rendering, and the transform seems correct even when the normals are not.

Is this something that someone else has encountered? Any ideas what the issue might be?

Thanks!

I’ve run into an issue with imported meshes, where in some projects they show bump mapping and in others they don’t. But I don’t know if this is the same issue you have, and I am having trouble pinpointing exactly when it happens. I need to consistently make it fail.

Do they flicker for you? For me, the normals change from good to bad and then back again somewhat randomly. As well, game objects with the same mesh can appear both correctly and incorrectly at the same time as illustrated in the attachment.

Thank you for your help.

Are these models that you’ve created in Blender? If so… are you exporting to FBX or using the .blend files directly? And if it’s the latter… did you make sure you switched to Object Mode and did another “Save” before importing into Unity? If not, give that a try.

We are using the default cube, sphere, and capsule models that come with Unity, so we aren’t using Blender or any modeling package for the example shown in the attached image.

Thanks for your advice though!