I am working on a character of which the bones can be scaled. For the feet i am using the built in IK System, where i get the targets by a raycast. (this all works fine, the ik targets are being set, and the capsule colliders position is offset, based on the size of the legs). The problem i am facing now, is because the legs have been scaled, the IK position is offset. That means, when i scale the legs to about 80 %, the Ik target is still put in the right position, but it's bending his legs, as if the target was higher. Same happens when i scale them to 120%, only now it's stretching it's legs to below the ground. I believe this is a bug, just posting here to see if anyone has come across this before. code is fairly simple, it has nothing to do with that: Code (CSharp): if (Physics.Raycast(_currentIkPosition + Vector3.up, Vector3.down, out RaycastHit hit, 10.0f, GeometryDetector.LayerMask)) { Debug.DrawLine(hit.point, hit.point + hit.normal, Color.yellow); _Animator.SetIKPosition(avatarIkGoal, hit.point + OffSet); _Animator.SetIKRotation(avatarIkGoal, Quaternion.LookRotation(Vector3.ProjectOnPlane(RootObject.transform.forward, hit.normal), hit.normal)); }