I figured there was something wrong there. anyway I think I have it now, including child scales.
when they say this:
Limitations with Non-Uniform Scaling
Non-uniform scaling is when the Scale in a Transform has different values for x, y, and z; for example (2, 4, 2). In contrast, uniform scaling has the same value for x, y, and z; for example (3, 3, 3). Non-uniform scaling can be useful in a few specific cases but it introduces a few oddities that don’t occur with uniform scaling:-
Certain components do not fully support non-uniform scaling. For example, some components have a circular or spherical element defined by a radius property, among them Sphere Collider, Capsule Collider, Light and Audio Source. In cases like this the circular shape will not become elliptical under non-uniform scaling as you would expect and will simply remain circular.
When a child object has a non-uniformly scaled parent and is rotated relative to that parent, it may appear skewed or “sheared”. There are components that support simple non-uniform scaling but don’t work correctly when skewed like this. For example, a skewed Box Collider will not match the shape of the rendered mesh accurately.
For performance reasons, a child object of a non-uniformly scaled parent will not have its scale automatically updated when it rotates. As a result, the child’s shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent.
you know what that is, that's been an apologist for PhysX and is what really bother me, about what NVidia has done to the integrity of the people who are working on this field.
In order to get thing running really fast the has deluded and has no regard for physics and mathematical correctness. but they do not say is so up front instead they spend lots of money in propaganda that target less inform people that they are doing some kind of new form of brand new physics formulations. These people are snake old salesman.
The other day I saw a Unity video of one of these know nothing self appointed engine expert giving a seminar about using Physics in unity.
he was saying hat now the are using a new version of the physx engine that whet the called
"Adaptive Force" is no longer a magical core for box stacking that now the have a new technology call long distance constrain.
Never he mention that he mislead the user for more than ten year with et no scene while misrepresenting and maligning any one who at least try to do it right and or admitted that this was not right. on the video he finnaly say that the simulation was quiet wrong doin that what he does no say is that the simulating is even more wrong by doing what the are doing now.
on another video he is repetiing the same falsehood that Mr Pierre Terdiman was saying,
where he say phsx is 10 time faster, them he shows a chart for the Peel tool where she show physx really fate that older version, and way on top he show bullet, be like 30 time slower,
this what I mean when I say the give that those tools to developers with these that serve as scare tactics an representing the competitor the worser possible way.
here is my question do you think that they are no show havoc and Newton in those internal presentations.
what these people is dishonest and no different that a corrupt politician or run of the mill thug
and the do it just because Nvidea can fund these dishonest tactic to the tune on million of dollar a year. it is one those videos similar to this, I see if I can find it.
But is funny to watch these dude bending lie a pretzel explain all eh possible way that Phsyx is wrong and how to work around it. They push the problem to the end user.
https://www.youtube.com/watch?v=kJxVCiFn3mAThis is apologetic at it finest to the tune of several hundreds of thousand of dollars. most people on that audiance left the room thinking that the actually learned something valuable.
Notice the trick of this brand new law of physics they called "the infinity inertia that make stuff stable" I explain it here:
https://www.youtube.com/watch?v=ejdbYssqaL4&t=21s