Is there a way to disable object scale affecting physics? Bane of my existance

So i have things in my game that i want to move at the same speed, and be knocked back the same distance despite some being bigger than other objects. But setting up code to compensate for object scale has been a pain.

I thought maybe i could just divide by scale squared but that doesn’t seem to work either.

I’ve been wrestling with this for months now and finally decided to make a post. Anyone know a way to scale down the built in 3D physics so you get more reliable behavior from objects despite object sizes?

Are you sure it would be scale squared? If physics goes by mass which is related to volume and density, then a 1x1x1 cube vs a 2x2x2 vs 3x3x3 … 1, 8, 27

I think I may have gotten it sorted, but yeah you’re right my mistake.

The gist of it is I multiplied the forces by rigidbody.mass and rigidbody.drag. There were no reasons for me to be taking scale into account I believe.