Vanilla Scale Standard
Introduction
When using Axis for prototyping, it's recommended to handle scaling in a specific manner to avoid potential complexities with children GameObjects inheriting scale from their parents. Maintaining a uniform local scale of 1,1,1 across all AxisGameObjects is advised.
This practice ensures consistent behavior and prevents unexpected transformations or distortions in visual and gameplay elements throughout your game world.
Why is it the Scale Best Practice?
In Axis, where hierarchy relationships are utilized for streamlined game logic, scaling inheritance can lead to discrepancies between editor visualization and what will come to be in actual runtime simulation.
Click here to learn more about Axis Hierarchy workflow
To maintain a What You See Is What You Get (WYSIWYG) principle in the editor, it's advisable to keep GameObjects at a consistent local scale of 1,1,1. This ensures that visual representations and interactive behaviors remain consistent between the editor and runtime environment visualizations, facilitating accurate development, debugging, and testing processes.
It also aligns with best practices for organizing GameObjects within Unity, promoting clarity and efficiency in development workflows.
How to Scale MeshRenderer and Colliders?
In this scenario, when dealing with MeshRenderers and Colliders that require scaling adjustments in relation to Axis components, it's beneficial to attach them as direct children within the hierarchy. These components inherit the vanilla scale of the parent Axis component not being distorted.
Attaching MeshRenderers and Colliders as children allows them to be scaled freely, ensuring that visual elements and collision boundaries adjust to the needs.
Click here to learn more about the Lock Vanilla Scale editor feature