Do the scale of the GameObjects, including lights and meshes, (and, in conjunction, all other calculations) affect the performance of computations, compilations, and/or gameplay? Also what about file size?
For example, if I made a scene in 1/10th of the scale of the standard Scale unit, would it be easier for the computer to run between compilation, computation, and gameplay?
In terms of performance and file size there’s no difference whatsoever. However it can have effects (most the time negative).
For example the physics system is designed for 1 unit == 1 meter. If the scale gets too small the collision detection might have trouble to properly detect collsions as any hardcoded epsilon values can’t be changed,
On the other hand if the scale gets too large, position values get more and more inaccurate the further away you get from the world origin.
What’s the reason why you scaled everything down? It just makes navigating the scene view more difficult. You can accelerate your movement in the scene view but you can’t really slow it down.