No. Please don’t suggest that. Doublesided is only for flat (single Face mesh) objects.
If you use it with a mesh that has flipped Normals then the shading is messed up at the edges between those faces.
It also adds double the number of tris to the MeshPart.
Either it is a wrongfully formed mesh with hard to decompile by Roblox Vertex/Faces from the file or it is just simply a issue that the model is flipped somewhere with it’s normals.
If it’s an issue with faces: Find a missing face u see in Studio and select it in Blender and afterward use Ctrl+R(Triangulate) and check if upon importing that the face exists.
If it’s an issue with normals being flipped: Mesh > Normals > Recalculate Outside or Inside.
[Red will be visible on the inside and Blue on the outside]