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Question by Atnas1010 · Nov 02, 2010 at 02:03 PM · performancescaleparent

Scale, should I be afraid of it?

There are some posts

http://answers.unity3d.com/questions/3382/scale-the-performance-killer

http://answers.unity3d.com/questions/19595/meshrenderer-computescaledmesh

They say that if I scale a mesh, it is bad. Does this also apply if I scale the parent of the mesh, and only scale x, y and z by the same amount?

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Answer by Adam Rademacher · Nov 02, 2010 at 03:10 PM

Scaling a mesh does cause it to take more performance than an unscaled version of the mesh, even if it is the parent (scaling a mesh through multiple parents is even worse). Unless you are scaling every single mesh in your game for some reason (without using import settings), I wouldn't worry too much about having a few meshes that are scaled dynamically. However, if they have mesh colliders, or even primitive colliders, you'll see even more issues as the physics system will have to calculate the new colliders as well...

Your best bet is just to scale things in the import whenever possible.

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avatar image Atnas1010 · Nov 02, 2010 at 03:31 PM 0
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Thanks, I will definitely do this in my current project. No reason to give the cpu more to think about than necessary

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