Is scaling of prefab elements supported or not?

When I change the scale for any of the geometric elements of the prefab, its transformation stops syncing with the rest of the prefab. The video demo is below:

Is this how it should be, or is it a bug?

Mmm that’s interesting. I tried to repro in this scene EntityComponentSystemSamples/NetcodeSamples/Assets/Samples/HelloNetcode/2_Intermediate/02_PredictedSpawning at master · Unity-Technologies/EntityComponentSystemSamples · GitHub by scaling the barrels’ to 0.1 and 0.5 and it seemed to keep syncing positions/rotations properly.

Can you tell us more about your setup please? Any variants you’re using, any custom serialization? Are they prespawned or dynamically spawned? Do you see this with IPC connections or just with socket ones? Any natural/artificial lag?

Hi, thanks for your reply. I tried to reproduce this problem in another project, everything is working correctly here.


I don’t know what exactly the problem is, because it’s possible that in order to find a specific reason, you’ll have to disable each of the installed packages, scripts, and everything else in turn.

Maybe I should just make a new project and this problem will disappear, I think it will be faster than searching for the original source of this problem.

@SamuelBellomoUnity
This is back again


If I start zooming the elements inside the prefab, everything stops working. This is a different project, and a different version of the editor, but the problem is the same. Moreover, everything worked fine in the morning. I just ran the compiled build, and when connecting, I got a prefab mismatch error. I went into this prefab and tried to add a GhostAuthoringInspectionComponent
and I got an error:

InvalidOperationException: The ghost Floor is not a valid prefab, all ghosts must be the top-level GameObject in a prefab. Ghost instances in scenes must be instances of such prefabs and changes should be made on the prefab asset, not the prefab instance

I decided that this was some kind of ****, and I just didn’t add this component-inspector.

Then I started the server and found an instance of the baked prefab floor in the entity inspector. Everything is fine now, I can see the Floor and its child Cube. It is also visible in the dynamic buffer of child elements.

Then I change the scale of the Cube so that it turns into a floor surface with a thickness of 1.

And after that, Cube ceases to be a child element of Floor and becomes a separate Cube entity. Floor also lost the dynamic buffer of child elements.

Despite the fact that a similar entity from the Ru prefab works correctly, and its child elements (also with different scales) are displayed as child elements, not separate entities.

To be honest, it took me a whole day to figure out that this was the same problem with scale, and not any other, and I have no idea how to solve it

I really hope for your @SamuelBellomoUnity help in this matter!

This sounds like a bug. Do you mind reporting this from within the Unity Editor by selecting Help → Report a Bug…
With a repro project we might get a better insight on this.

Also seeing this bug, commenting to track progress