With a scale of about 6,103516e-05 unity suddenly decides, that an object should not be lit and renders just black mesh. If you try to scale stuff just a little bit up - you start to gettng lighting.
Why? it is exactly the scale i actually need.
Am i doing something wrong? Is there a way to tell unity not to do this?
Can this be related to floating point precision loss? Maybe the gpu can’t differentiate between zero and such a small number? Can you scale everything in your game 10 times to avoid having such microscopic objects? Effectively you’d achieve the same relative proportions, if done right nobody would know.
Manipulating scale on GameObject transforms may not be the best idea due to how dynamic batching treats scaled objects. If I understand the subject correctly it’s best to have things at scale 1,1,1 so that Unity doesnt get any funny ideas about how it should optimize the scene. Though this may not be relevant to your particular project.
Thanks for the suggestions. Ended up scaling 2 times, which is not ideal for my situation, but enough. This is not a mobile game, so dynamic batching is not a concern.