Open yaustar opened 4 years ago
I don't think it is actually possible. Scale can affect model by axes, and ancestors with different rotations, will lead to all sorts of skews and scaling by different axes (non parallel to local space). This cannot be replicated by own "scale", as there are so many different options, not like with position and rotation. There is also no "world scale".
I appreciate that there is no 'world scale', it was the easiest way to communicate the feature.
Would it be possible to work out what the new local scale would be based on the hierarchy transforms? It's something that we are missing that other engines are able to do :(
Actually, none of the engines can preserve non-uniform scaling when reparenting. This is mathematical problem, not engine one. There are 2 paths that can "solve" it:
Forum thread here: https://forum.playcanvas.com/t/entities-resize-when-re-parenting-in-editor-how-do-i-get-them-to-stop/14838/2
It would be useful for world scale in particular to be preserved when reparenting.