I’ve got a situation involving loads of animations that would be made A LOT easier by just negative scaling (i.e. flipping) the skinned mesh renderer (so the gameobject scale would be -1,1,1).
However I’m fairly sure I read a long time ago that negative scaling is a bad idea… for some reason! Can anyone shed any light on whether this is still the case, and if so, why?
There are no child colliders of anything like that to worry about.
It might be more expensive if you’re using some of Mecanim’s more advanced retargeting features. But for the general case we’ve certainly never had any issues.