Mesh stretches when object is deactivated and activated again

So a while ago I tried implementing Addressables into me and my friends game project and it went fairly smoothly, up until I started getting this weird bug. When deactivating and then reactivating an object, its mesh stretches in wild and varied ways, here’s an example:

https://vimeo.com/682830142

As you can see, as you walk far enough away from a certain region, all objects in that region get deactivated, and when you walk close to it again they get reactivated.

A few ideas spring to mind, one being the way I deactivate/activate the objects. Right at the start of the game, when the objects first gets created, it activates a script on each object which looks at its meshes and materials and removes them. Then a separate script runs immediately after and checks the distance between the player and the objects and activates them if they are close enough.

Though in all honesty, I’ve looked at this for several months now while continuing development on other parts of the game, and I cannot fathom in the slightest why this happens. If you have any ideas or suggestions, I would really appreciate them, thank you.

And if you could not see in the video, I am using unity version 2020.3.30f1, although the bug actually started happening way earlier than that, perhaps somewhere around 2020.3.1Xf1.

Something is scaling those objects, or else one of their parents.

The video above would suggest the event happens either when the object is disabled or when it is enabled.

Strip down the problem, make an ULTRA simple single plane with a single cube on it. Does the issue persist?

If not, then bisect between the simple setup and what you have above until you find the problem.

If it persists, start looking for everything that manipulated .localScale and start debugging.