That is odd. It looks as though the normals are flipped (you can only see them from one side, i’m sure you know).
I don’t use c4d, I use max, but perhaps you could do something similar. In Max, I would make the outside and use the Shell modifier to create the insides. If I got performance like you have I would “Collapse the stack” by right clicking on the object and selecting “Convert to Editable Poly.” This gets max to re-calculate everything as a new object. Is there anything you can do like that?
Otherwise, could you separate the inside walls from the outside and export as two separate objects then re-join them in Unity? That would be an ugly work around…