`InverseTransformPoint` is not working for us. Always the same as worldSpace.
GameObject is translated and bounds center point never matches the GO position.
We tried sever `RecalculateBounds` on LOD and the Mesh. Nothing changes.
var localSpace = transform.InverseTransformPoint(new Vector3(x, y, z));
var worldSpace = transform.TransformPoint(new Vector3(x, y, z));
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