Why do some objects have a different scale?

When I am trying to get objects onto the same x or y value I copy the co-ords of one and paste it in another. However, sometimes when I paste the EXACT same co-ords to a different object they will go to a different position. It also happens with scale too. I was trying to tile an image with a sprite renderer and when I set the scale values to the exact same as the original it gets way too big. It’s almost like the origin or original values of the objects are different. So why does this happen.

The values you see in Unity’s inspector are “local” – they’re all relative to the object’s parent, and its parent, and its parent, all the way up to the top of the hierarchy.

For example, let’s say you have two objects:

ParentA located at (0,0,0)
ParentB located at (10,0,0)

Then, let’s say you attach two children:

ParentA located at (0,0,0)
    ChildA with offset (0,0,10)
ParentB located at (10,0,0)
    ChildB with offset (0,0,10)

According to the inspector, ChildA and ChildB will have the “same” position, but they’ll actually wind up in different locations.

The same goes for scale. A parent’s scale affects all of its children.

If this is a problem for you, it can help to make sure that any “empty” parent objects are at location (0,0,0) with rotation (0,0,0) and scale (1,1,1).