For shadow casting/receiving purposes I am using the standard shader in Unity. Most of the time it works fine, but in one of the exports the normal for one mesh is inverted. It happens when the the mesh becomes more complex by adding vertex points. If no vertex points are used in the mesh, the normal is pointing in the right direction without any problem.
I can't get my head around this since I've been using many meshes from before that are more complicated than this one without any problems.