In Urho3D the render code always respects culling set in the material.
Batch::Prepare:
CullMode effectiveCullMode = pass_->GetCullMode();
// Get cull mode from material if pass doesn't override it
if (effectiveCullMode == MAX_CULLMODES)
effectiveCullMode = isShadowPass ? material_->GetShadowCullMode() : material_->GetCullMode();
In Unity3D if Scale of an object is set to negative value so the object matrix changes handedness it flips culling mode (at least it looks like in). As a result an object with a scale (1,1,-1) still looks correct.
Should Urho3D do the same thing?
Or maybe I’m getting this wrong and there is another way to achieve same effect.