Implement the industry standard 3D scale import, based on Units and world pivot?

First post here! I ran into an issue where my level mesh and physics mesh didn’t align in GDevelop because it changes scale and origin points based on the bounding box upon import.

I tried using the “model origin” checkbox on import, but when I scaled both models up by 100x, the alignment was off slightly. To force GDevelop to respect the original offset, I found a simple Blender workaround using dummy vertices: I made a large cube enveloping my asset, deleted the faces to keep just the 8 corner vertices, and joined copies of this “cage” to both my level and physics meshes.

Unfortunately, I still had alignment drift in both cases—whether relying on the native import setting or using the dummy vertex cage. It feels like a persistent scale calculation issue, so I’m still digging into this and will report back after some more tests.

It’s not a BUG. It behaves as it should, but the whole 3D scale system currently is inadequate. That’s why I posted this as feature request, :joy: but my post was moved to this bug section !!!.