I found out that default MeshInstances like box are wrongly scaled, why? If we put in the world a default box with scale (1,1,1) we can asume that this box will be 1 unit in diameter. But somehow default box with scale (1,1,1) is in fact 2units by 2 utints by 2 units - why? This doesn't make any sense and is confusing with prototyping. The same is with other built-in default shapes.

@Megalomaniak said: radius =/= diameter

I used wrong word :)

Default shape (like box) with scale (1,1,1) should have size of 1x1x1, and not 2x2x2, right?

I mean, when you are creating default box under MeshInstance (for prototyping) and it's scale is by default (1,1,1), when you put this box into the 3D world it has dimensions (this is a correct word) 2 units, by 2 units, by 2 units what is odd.

if the default radius is 1 then the default scale at 1, 1, 1 is 2x2x2.

Scale and size are not the same thing. You want to set the size of the box in the Mesh properties.

@cybereality said: Scale and size are not the same thing. You want to set the size of the box in the Mesh properties.

Yes I know, but in all Game Engines in the world if there is built-in mesh (for prototyping) this mesh is always in scale because this makes sense and is easy to use with prototyping. Here in Godot is different and this is confusing and I have no idea why default box with 1,1,1 scale is 2x2x2 in size. Looks like some very early bug forgotten to this point.

I'm not sure it's a bug. It's confusing because you didn't know, but the size is arbitrary. It easily could be 1m or 2m, either way it makes no difference. My guess is that they did this for consistency. Because when you make a sphere, it is 1m radius, so to match the size of a cube, the cube would need to be 2m. Though, it doesn't really matter in real life. Because in a real game you will be importing assets from Blender, made to the size you want. And for prototyping, you will be scaling the cubes to all different sizes. So the default size makes no difference either. Not sure why it's an issue for you.

It's just a habit as an Unreal and Unity user. As you can see I'm new here, and this is a first thing I noticed and seems just strange and looks like a bug. If I want to prototype 5 units long wall I just put 5x1x1 scaled box and I have what I want - it's natural and intuitive and makes sense. The same is happening in Unreal, Unity, end (probably) in all graphic tools in the world - it's just a standard like ctl-C is copy and ctl-v is paste that built-in box with 1x1x1 in scale is 1x1x1 in units (whatever the units are). Here I have to divide this by 2 what is odd ;) Then if I want to check something in code like give me the length of the wall I have to divide it's scale by 2 to get the real world it's size. This is quite annoying I would say in terms of prototyping.

Boxes were changed to be 1×1×1 in Godot 4.0alpha. Half-extents properties were also replaced with Size properties where applicable. However, neither of these changes can be changed in 3.x to avoid breaking compatibility with existing projects.

Well, I'm saying you can set the size of the box to anything you want. Like 1m.

And just FYI, the default cube in Blender is 2m.

@Calinou said: Boxes were changed to be 1×1×1 in Godot 4.0alpha. Thank you, glad to hear this :)

Both Ogre and Unreal 5 use default cube meshes of 100x100x100 (when scale is 1,1,1). Blender default cubes are 2x2x2.

@TomPo75 said: The same is happening in Unreal, Unity, end (probably) in all graphic tools in the world - it's just a standard like ctl-C is copy and ctl-v is paste that built-in box with 1x1x1 in scale is 1x1x1 in units (whatever the units are).

Default cube in blender is also radius 1, so dimensions of 2 by 2 by 2. That was likely the original source for this in godot, they were likely looking to be consistent with it.