Set Parent while avoiding scale.

The question says it all. I have a game with simple colliders at differing scales (Obviously, so they encompass a number of oddly shaped objects). I have an arrow that when it hits, attaches itself to the parent for a short time so that it will move with the parent (In the case of moving objects this is most handy).

However upon changing parents it scales wildly. I’ve tried making ratios, for the XYZ of the differences and applying a .localScale change to the arrow but, no success. The arrow remains spoiled and awkward albeit in a different way.

Is there a way to circumvent this?
(other than using a script to parrot changes in location and rotation based on Eular angles of the target’s location?)

I’ve seen in many places that this is intended behavior, but I can’t see how you would intend to mess the models up so bad just due to a parent change. What possible use is that lol… Send links! I need a laugh.

Hey, possibly an entirely different problem I was having, but a similar thing was happening to me and going into my modeling program and applying the scale of the object in question immediately fixed the weird scaling issues I was having.