Playing around with a Unity project that I don't really want to port to Godot. I figured I'd give ProBuilder another shot as I thought that it might be more suitable for this project than my usual go-to CSG tools... only to discover that it is completely unusable for anything that requires precise scaling (such as this project) because for some reason against all sane fucking reason Unity's scaling snapping is relative to an object's current size rather than, you know, actually going 1, 1.15, 1.3, etc...
This means that if you need to do anything that requires precise scale snapping in Unity you just can't. Just give up. Don't even try unless you feel like doing maths and typing in values by hand because Unity will just do some insane nonsense instead. Because some dolt decided that if I have my scale snapping set to 1, and I'm scaling down an object at size 2, I clearly want to scale in increments of 2 since that's the size my object is currently at. Because it sure is intuitive and sane that scaling that object with a scale snap of 1 would make it go 2, 4, 6 instead of 2, 3, 4! Is it a bug? Is it an intentional ""feature""? Who knows with this crap engine.
And yeah, not an issue with ProBuilder itself, but with the way ProBuilder works this is unavoidable unless you're already using a weird faux-CSG workflow with it. If you want to take advantage of inverted meshes to create interior spaces you're simply fucked if you want to scale things precisely.
Meanwhile Realtime CSG isn't affected by this at all because you don't generally use Unity's default scaling garbage with it. And hey, you can even have an interior workflow by ticking "Inverted world" and using subtractive brushes.
Why bother trying to scale snap anything in Unity when it's not going to do what you actually want it because it's entirely dependent on the current scale of the object? The only time it's ever going to do what you actually expect is if your object already has a starting scale of 1. Which is practically worthless. I wonder if there's some editor DLL somewhere I can patch to fix this.