I seem to have a problem when duplicating child objects whose parents x scaling is negative. So to reproduce just create an empty gameobject and a cube, change the scaling of the cube a little bit and rotate it, than make it a child of the empty gameobject, now change the x scaling of the gameobject to -1. Then select the cube child again and duplicate it - its size will be different. Also notice how the collider of the cube is no longer aligned with the mesh. Is this a known problem or am I just doing something wrong?
Could you send a screenshot or sth, so we can imagine, what you exactly mean? Maybe 3 Screens where you duplicate and then select and show the transform inspector.
Could you upload this example scene. I just tried it your way, and I don’t really know, what you are doing wrong. Are you duplicating it by script or in the editor?
Okay, got your problem. Stop scaling the empty GameObject, make its scale 1,1,1 If you want to duplicate that object and place it in the gameObject but with negative scale, do it with the scale of the object itself.
But In the project we’re working on we have groups of objects that we sometimes mirror (by making the x scale negative), and then change the contained objects and also sometimes duplicate them. We use that to create parts of the art of levels. So it would be nice if we could just duplicate children without them getting messed up… So is this “intended behaviour” or a bug?
Ok, I duplicated the GameObject now with a cube inside, but made a new cube from the standard unity meshes. I think, your mesh origin is the problem. Its not in the center of your object, so your scale gets messed up. Heres the scene: 1st-issue.de/downloads/test.rar
I tried it with your scene, and the problem did not happen. But it seems to be related to the rotation of the children - as soon as I rotate the child and then duplicate it it happens again.
Edit: In my test scene I was also using just Unity’s default cube mesh.