Whenever I mirror any objects in 3DS max and import them as FBX files into unity they appear flipped. Is there something I need to do inside 3ds max to stop this from happening. Is this related to the objects pivot when it's mirrored in 3ds max?
To add to what Ausonian said, before you reset the XForm enable Backface Culling in the Object Properties. This way you'll be able to spot inverted normals before export.
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The Mirror button uses a negative scale to do its dirty work. Most exporters do not support this.