TL;DR: Can I set the size of a collider in meters instead of fractions of the size of the object it's in?
I'm implementing a classic NES game, and my scale is 1 meter = 16 pixels. I have an 8x1x1m prism with a rigidbody, and I need its box collider to be smaller than it by one pixel on every side- to have the dimensions (8 - 1/16 - 1/16) x (1 - 1/16 - 1/16) x (1 - 1/16 - 1/16). (I'm subtracting the width of two pixels from each dimension because each dimension corresponds to two sides.)
When I set the size of the collider to (0.5, 1, 1), though, it interprets those numbers as fractions of the size of the prism instead of as meters. This results in a 4x1x1m collider instead of a 0.5x1x1m collider. Is there a way I can set the size in meters instead of percents? I'll save me a little bit of math, and, more importantly, it could prevent some floating point errors, especially if I switch to a scale with more pixels per meter.