Bounding Box handles are not displayed at the right position when the object it is applied to has a different scale for at least one axis.

Watch the video here: link
Note: in that video, I illustrate the normal behavior with an even scaling and then I change the scale in the properties so you can see both behaviors, including the wrong one.
Steps to reproduce the behavior:
You can find an example with that issue here: https://github.com/meulta/MRTK_BoundingBox
(just change the scale of the mountain).
Uneven scaling of the object should not impact the Bounding Box handle and they should display properly

Editing the object's transform in-editor at runtime while the bounding box is active isn't supported. (Based on your video and scene setup this appears to be what you're doing.) Once the bounding box is active it's the bounding box's job to perform transformations.
We'll make this clearer in the documentation.
Thanks for the detailed bug write-up and example scene.
Understand that, but the issue is also happening if you change scale BEFORE running in the editor. The video was just to explain the issue. This is still more than a documentation issue in my opinion.
Hello, this is still a bug, can you please keep it opened until it is fixed?
Apologies! Finger slipped on mobile while commenting. We'll take another look and try to repro.
I can repro that:

Any initial scale applied to rigRoot's parent, that is the GameObject with the BoundingBox.cs script attached to it, affects the bounding box and produces artifacts as shown in @meulta's screenshot and above. In the example above the Y scale is > 1.
I am not sure this has any influence, but my hierarchy is as follow:
BoundingBox.cs and BoxCollider, and bounding box overrides Target=parent and Collider=selfThis is a common pattern I found very useful to be able to have both the manipulator bounding box and other children (generally a 3D model) all parented together as siblings, and be able to transform the root Target to move them together. I do not want to put the bounding box on the root because I need to deactivate it sometimes, without deactivating the rest of the hierarchy (3D model).
Fixed by #4592
Most helpful comment
I can repro that:
Any initial scale applied to
rigRoot's parent, that is theGameObjectwith theBoundingBox.csscript attached to it, affects the bounding box and produces artifacts as shown in @meulta's screenshot and above. In the example above the Y scale is > 1.I am not sure this has any influence, but my hierarchy is as follow:
BoundingBox.csandBoxCollider, and bounding box overridesTarget=parent andCollider=selfThis is a common pattern I found very useful to be able to have both the manipulator bounding box and other children (generally a 3D model) all parented together as siblings, and be able to transform the root
Targetto move them together. I do not want to put the bounding box on the root because I need to deactivate it sometimes, without deactivating the rest of the hierarchy (3D model).