Convex physics shapes do not scale along with the model when the model is scaled
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- Dominant language
- C#
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Description
Release Type: Official Release
Version: 3.1.0.1-beta02-0615
Platform(s): Windows 10
Describe the bug
When adding a convex physics shape (asset collider) to a model in a scene, and the model is scaled, the collider doesn't scale along with it. This is both game studio as well as in runtime. Using the Physics gizmo option you can see this quite well. The primitive colliders shapes do scale along with the model.
To Reproduce
Steps to reproduce the behavior:
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Create box model
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Create convex physics shape out of box model
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attach static collider or rigidbody colider
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Select the generated colider hull for the box as the collision shape
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Scale the box model.
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Notice how in the edutor, the model scales, but the physics shape does not.
Expected behavior
Just like with the primitive shapes, I would expect the colliders to be scaled with the model. Both in game studio.
Screenshots
Click the gif if it doesn't play automatically:

Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue in Game Studio and runtime with a model, generated convex physics shape, and scaled model; compare the result with a primitive collider. Trace the convex collider's scale handling from the selected collision shape and verify that the hull follows the model scale in both editor and runtime.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100