title: How to disable warning in Unity without knowing the warning id?
body: <p>I know it is possible to disable warning messages in Unity this way:</p>
  
  <pre><code>#pragma warning disable 0168 // variable declared but not used.
  </code></pre>
  
  <p>But there is this one warning without the id number I need to hide. Is there a way to disable it without knowing the id or can I find it somewhere?</p>
  
  <p>The warning message is: <strong>BoxColliders does not support negative scale or size.
  The effective box size has been forced positive and is likely to give unexpected collision geometry.</strong> </p>
  
  <p>And this is how it looks like in the console:
  <a href="https://i.stack.imgur.com/ef591.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/ef591.png" alt="enter image description here"></a></p>
  
  <p><strong>Edit:</strong>
  The reason I get the warning is: I have objects with multiple colliders (some mesh, some box for better performance). The colliders are nested in child objects. I am using -1 scale on the parent object to get its mirror. It is OK for mesh colliders and not for box (this warning showed after upgrading unity to newer version). It is not breaking the game but is annoying and this warning shows on the device. I simply wanted to hide the warning as it has no affect on the collision geometry in my case.</p>
  
  <p><strong>When I give a parent object negative scale, its child with the collider keeps positive scale relative to parent but still the warning shows up.</strong></p>
  
  <p>If I can't disable the warning on the device I will have to fix it but changing the collider to mesh collider is an overkill and the only way to fix it in code I can think of would be to change the child scale (with collider) to opposite of the root but I am not sure if this will work.    </p>
  
  <p><strong>Edit 2:</strong>
  For anybody with this issue, I fixed the warning by scaling all child objects with box colliders according to world scale:</p>
  
  <pre><code>transform.localScale = new Vector3(transform.localScale.x * Mathf.Sign(transform.lossyScale.x),
  transform.localScale.y * Mathf.Sign(transform.lossyScale.y),
  transform.localScale.z * Mathf.Sign(transform.lossyScale.z));
  </code></pre>
  
  <p>Unity would force the scale to positive anyway so the end result is the same. That is why I wanted just to disable the warning. </p>