Hi there, I was wondering is it possible to somehow calculate setLocalScale to get +/- same height for all models, I calculate each models bounding box
x = placement.aabb.halfExtents.x * 2;
y = placement.aabb.halfExtents.y * 2;
z = placement.aabb.halfExtents.z * 2;
Some models are like 100,100,100
some like 1,1,1
I was doing something like this:
if (x > 15 || y > 15 || z > 15) {
entity.wasTooBig = true;
}
if (x > 150 || y > 150 || z > 150) {
entity.wasTooFreakinBig = true;
}
and then
if (placement.wasTooBig == true) {
placement.setLocalScale(0.05, 0.05, 0.05);
console.log('wasTooBig');
}
if (placement.wasTooFreakinBig == true) {
placement.setLocalScale(0.005, 0.005, 0.005);
console.log('wasTooBig2');
}
I bet theres a better way to do it
Just figured it out, we can mark this as solved, thanks
Can you post your solution here for others to learn from please? 
First calculate a bounding box of a model
Then I take the Z axis of it and add as a new property to the entity
entity.zAxis = z;
Since I do not need the models to be identical height, but so the whole models are visible by the player and is not insanely big as for example model bounding 1000,1000,1000
entity.setLocalScale(1/entity.zAxis, 1/entity.zAxis, 1/entity.zAxis);
Gives me fair results in my case as I can up or down scale models in-game.
As it is not possible to determine height for different models without AI, tested around 100+ models found online and just one matched in-game scaling, it was a toilet… 
And yeah, up down scaling:
placement.setLocalScale(sc.x + (0.01/placement.zAxis), sc.y + (0.01/placement.zAxis), sc.z + (0.01/placement.zAxis));
Using same calculation: Result, scaling ‘looks’ the same speed accros all models since the 0.01 would not work the same for a tiny and for a huge object