Flipping a mesh flips the normals? Is there a good workaround?

I’ve searched around, but couldn’t really find a good answer for my case.

I have a 2D character that is really just made up of a series of 3D planes, I went this route so that I could use normal maps on the characters and have a 2D look but still use Unity’s realtime lighting.

Here’s an example: ( You can see the highlights on the top-facing parts of the character )
alt text

However, to make the character face the other way, I just multiply the X scale by -1, which flips the geometry, but also seems to flip the normals, which results in this: ( You can see the highlights on the bottom of the character’s face, when it should be on the top )
alt text

Is flipping the geometry not the right choice here? Or is there some workaround, where I can maybe flip all the normals as well?

What if you parent the whole object to some game object and then flip the parent object’s x ?