Set sphere collider radius ignoring gameObjects scale

I have a game object with a sphere collider attached to it.

The scale of the gameObject needs to change, however, the sphere collider needs to stay the same size. However, when I scale the game object the sphere scales with it.

Is there anyway to set a gameObjects radius to a length based on the world space (ignoring the object it is attached to)?

worldscal or radius is multiplication of object’s scale and collider’s radius.

so assume ax is worldScalled radius you want, and cr is radius you have to assign to collider.

cr = ax / transform.localscale.x (x y or z doesn’t matter since it is sphere)

if your gameobject is not sphere only change in above equation will be that you have to devide with max of x,y or z scale.

You can have a root parent object, then have two child objects one for the model/mesh objects and one for the colliders. You can then scale the model/mesh child without the colliders child object being affected.