Scaling 2D circles doesn't change the Circle collision radius?

Hello
I got a strange problem :
I got a circle sprite, i put a circle collider on it.(radius.025)
I created an animation for it with scaling its X Y values to get it bigger

when I make it bigger, I see the circle collider getting bigger around it too, but when I check it values it 0.25 radius all the time
And if I try to add a circle collision curve on it the 0.25 still fill the circle no matter what will be its size…
and of course, when I try my game, i see that even if the circle get bigger, my check routine still sees the radius as 0.25 (in fact it sees it smaller)

I don’t really get the mechanism.?

as images worth a thousand words :

here you see the original radius with the circle that don’t get transformed : radius 0.25 of the circleCollider

here the same circle with X Y scales bigger : radius still at 0.25… (in fact it’s real bigger than that now), and I cannot “calibrate” well visually with Circle collision curve as it shows me 0.25

The radius/size variables for colliders are always the original values. If you want to know the “real” size, then you can multiply by localScale.x or localScale.y.

–Eric

Oh okay, thanks; I didn’t know that.
Thanks again, it really helps :slight_smile:

Please is the collider still working even when the radius doesnt change?