Question regarding mesh normals

I am creating a house, however the normals are messed up (i.e walls should be seen from inside but are seen from outside). I tried debugging this by printing mesh.normals, and then reversing those normals. The result was that nothing changed - the same walls had the same problems. Then I tried assigning every wall a normal of (1, 0, 0) and nothing changed again. Does anyone have any insight to this problem?
Thank you!

The vertex normals are only used for lighting. They have no effect on which direction a face will look. The face direction is determined solely by the winding order of the triangle vertices. In Unity a triange’s front face has to have a clockwise winding.

0_____1    1_____0
 \    |    |    /
  \ F |    | B /
   \  |    |  /
    \ |    | /
     \|    |/
      2    2

You can flip the winding order of a triangle by swapping any two vertices from the 3 vertices.

int[] tri = mesh.triangles;

for(int i = 0; i < tri.Length; i+=3)
{
    // swap first and second triangle index.
    int tmp = tri*;*

tri = tri[i+1];
tri[i+1] = tmp;
}

mesh.triangles = tri;
If the vertex normals are flipped the face will just be lit wrong. That means the face will be bright when the light is behind the face and dark when the light is in front of the face.