Mirror flip using scale -1

When using scale -1 to flip an object, the colliders are not flipped correctly. Is there any other way to flip an object?

When flipping an object you're basically making the triangles go the other way around. I can never remember the order they're supposed to go but if they go clockwise normally, they would end up going counter-clockwise, effectively turning the mesh inside-out. A simple fix is to reverse the orders of the triangles so the mesh is turned inside-out to begin with.

using System;
using UnityEngine;

public class ReverseTriangles : MonoBehaviour
{
    public void Awake()
    {
        Mesh mesh = GetComponent<MeshCollider>().mesh;
        int[] triangles = mesh.triangles;
        Array.Reverse(triangles);
        mesh.triangles = triangles;
    }
}

Note however that this makes the mesh un-stripifiable, so if you plan on combining collider meshes you cannot make a triangle strip out of them.

Edit: I might have misunderstood "not being flipped correctly" as "being broken after being flipped". If they aren't being flipped at all, that's another story.

Edit 2: I also just realized I was assuming you meant a MeshCollider. If that's not the case, I don't have a solution for you other than to put the object in question inside a parent, and giving the parent the collider instead.

The colliders are flipped correctly when changing the scale in Unity to -1. If you're doing that in a modeling program, maybe it doesn't work; I'm not sure.

Your problem might be solved by:

GL.SetRevertBackfacing(true);

There are still major problems with lighting (only ambient and non-realtime light will work).