The manual still warns against scaling objects and suggests they be scaled in the external modeler, imported at 1.0 and
left there or performance will suffer. Ok, what about things that need to get bigger and smaller to varying degrees in the game?
I read a post from last year from a Unity person that they were ‘working on it’. I see Aras said that in Version 3.0, it will use the GPU, but that was from before it came out. So… does it? I’ve just got to the point in my game where I need to make things scale, and it already chugs in the webplayer at 1024x768 resolution, and I can’t afford the profiler, so freaking out a bit over this.
I was actually thinking of making a vertex shader to do my in-game scaling, but if that’s essentially what the engine is doing now, I won’t waste the time on it. (My first thought was that I could make a hundred or so versions of the mesh at different sizes and switch them on and off every few frames like a flip book; and could that really be faster than just setting the scale, and if so; wtf. )
So, is just setting transform.localscale good & kosher now in 3.0 or is some workaround still needed?