Godot version:
godot 3.2.3 beta1
OS/device including version:
OS: Solus Linux GPU: RX480 Backend: GLES3
Issue description:
SkeletonIk in godot 3.2.3 beta1 still doesnt work correctly when any node in the scene has a scaling other then 1.0
Steps to reproduce:
Minimal reproduction project:
as soon as there is any scaling in the scene on any node, the model behaves really weird, sometimes it makes the root and tip bone smaller or larger and never goes to the point specified
without scaling

with scaling

It looks like the issue is that the SkeletonIK is not correctly getting the target position, which could be related to scale, but it could also be related to something else entirely. I might rename the issue to something like "SkeletonIK - Wrong target position used when scaling" or something similar, since the issue seems to be the target position being offset when there is scaling in the scene.
Regardless, this issue is definitely different than #25544, as that issue was the tip bone itself was being scaled incorrectly when using the Override Basis property. Here, the hand appears to be the correct scale, but the target position is not being handled correctly.
If possible, can you provide a download to a minimum project that shows the issue? A project already setup and showing the issue would be very helpful for debugging the issue and checking potential solutions.
One thing to try, and I have no idea if this will help or not, is moving the SkeletonIK node further up in the scene tree, so its code gets execute before the BoneAttachment. It is possible that the BoneAttachement being before the SkeletonIK is messing up how the SkeletonIK node gets the position, leading it to being offset.
Also, when you say it works fine with no scaling in the scene, which node do you mean? Is the ranger node being scaled or the Skeleton?
Edit: Also, in the description, you say the SkeletonIK node doesn't work when any other node has a scale other than 1. Does that mean this issue also occurs when the Position3D used for the target is scaled?
moving it up didnt work

github doesnt allow me to upload the project, because its size is larger then 10mb, where do you prefer i should upload the project ?
Something like Google drive or Dropbox is fine.
by scaling i mean a parent node, something that eventualy touches the skeletonIk, if the scaling of the node doesnt touch skeletonIK, then its fine, maybe some other node in the same branch, or something on a diffrent node entirely
Hmm, interesting. I wonder if the BoneAttachement is causing the issue, the Skeleton, or the SkeletonIK node, since they'd all be affected. Does scaling the SkeletonIK node itself do anything?
the skeletonIk node does not inherit from spatial, how would i scale it ?
Ah, right, I forgot, its just a normal Node, so it doesn't have a scale.
I'll mess around with the test project and see if I can figure out what is going on.
Edit: Some things I've figured out
1.1 on the Skeleton or Root node causing it to be just slightly off, while a scale of 2.0 causes it to be twice the offset away.is it an easy fix ?
is it an easy fix ?
I don't know, to be honest. I haven't poked around in the SkeletonIK code and tried to fix it, and with many things, "easy" is relative. I do not expect it to be too difficult, since it seems to just be a position issue, but without having tried to fix the issue, I don't know.
I'll take a look at the source code and see if I can find a solution next week.