<!--
{
  "availability" : [
    "iOS: 8.0.0 - 26.0.0",
    "iPadOS: 8.0.0 - 26.0.0",
    "macCatalyst: 13.1.0 - 26.0.0",
    "macOS: 10.8.0 - 26.0.0",
    "tvOS: 9.0.0 - 26.0.0",
    "visionOS: 1.0.0 - 26.0.0",
    "watchOS: 3.0.0 - 26.0.0"
  ],
  "documentType" : "symbol",
  "framework" : "SceneKit",
  "identifier" : "/documentation/SceneKit/SCNPhysicsShape/Option/scale",
  "metadataVersion" : "0.1.0",
  "role" : "Type Property",
  "symbol" : {
    "kind" : "Type Property",
    "modules" : [
      "SceneKit"
    ],
    "preciseIdentifier" : "c:@SCNPhysicsShapeScaleKey"
  },
  "title" : "scale"
}
-->

# scale

An option for selecting the scale factor of the shape relative to the local coordinate space of the node containing it.

```
static let scale: SCNPhysicsShape.Option
```

## Discussion

The value for this key is an <doc://com.apple.documentation/documentation/Foundation/NSValue> object containing an [`SCNVector3`](/documentation/SceneKit/SCNVector3) structure, whose components describe the scale factor in each of the x-, y- and z-axis directions. The default value is the vector `{1.0, 1.0, 1.0}`, specifying no change of scale.

SceneKit’s physics simulation ignores the [`scale`](/documentation/SceneKit/SCNNode/scale) property of nodes containing physics bodies when simulating collisions. Instead, use this option to provide a scale factor when creating custom physics shapes. (If you create a physics body for a node without specifying a custom shape, SceneKit uses the node’s [`scale`](/documentation/SceneKit/SCNNode/scale) property to infer this scale factor at creation time.)

---

Copyright &copy; 2026 Apple Inc. All rights reserved. | [Terms of Use](https://www.apple.com/legal/internet-services/terms/site.html) | [Privacy Policy](https://www.apple.com/privacy/privacy-policy)