Quick answer: Recalculate normals outside in your modeling app (Blender: Shift+N), avoid negative scale on export, and flip any remaining inverted faces before re-exporting.
When a model looks hollow, you see the far interior walls, or surfaces vanish unless you walk inside, the normals are pointing the wrong way. Unity culls back faces by default, so inverted normals make the visible surface disappear while the hidden side shows through.
How to fix it
1. Recalculate normals outside
In Blender, enter Edit mode, select all, and press Shift+N to recalculate normals outward. Enable the Face Orientation overlay to spot any red (inward-facing) polygons before exporting.
2. Remove negative scale
A mirrored object with a negative scale axis flips winding on export. Apply scale (Ctrl+A) so all axes are positive, which keeps normals consistent in the FBX.
3. Flip selectively if needed
For a few stubborn faces, select them and use Mesh > Normals > Flip. Re-export and verify in Unity that the surface renders solid from the outside.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.