Entity scale and collider shape on 1.2.2b

On 1.2.1 b version I created a test simple project with physics.

On the scene you can see a sphere and simple hull. Sphere it is dynamic rigid body, and hull it is static rigid body.
Sphere has scale (2,2,2)
I rotated camera and changed gravity on the sphere. It worked fine.
It is camera script:

var time = (float) Game.UpdateTime.Total.TotalSeconds;
           Entity.Transform.Rotation = Quaternion.RotationZ((0.1f*time%2f)*(float) Math.PI);
            var sphere = this.SceneSystem.SceneInstance.Scene.GetChildren().FirstOrDefault(e => e.Name == "sphere");
            if (sphere != null)
            {
                var physicsComponent = sphere.Get(PhysicsComponent.Key)[0];
                if (physicsComponent != null)
                {

                    var rigidBody = physicsComponent.RigidBody;
                    if (rigidBody != null)
                    {
                       
                        rigidBody.Activate(true);
                        rigidBody.OverrideGravity = true;
                        var angle = Entity.Transform.Rotation.Angle;
                        rigidBody.Gravity = new Vector3((float)Math.Sin(angle), -(float)Math.Cos(angle), 0) * (10);
                        

                    }

                }
            }

But after update studio to 1.2.2 b, the sphere after contact with static rigid body changed scale and go out on the camera. I dont know it is bug or not, but it behaviour it not correct.

I found solution - if you change the scale of the sphere to (1,1,1) it will work fine for 1.2.2b, but sometimes the sphere change scale uncontrolled. It is a temporary solution.

Please see to my project and help me maybe I am doing wrong.

  1. Run project (on 1.2.2b) and look on the sphere.
  2. Stop project.
  3. Change scale on the sphere to (1,1,1).
  4. Run project and look on the sphere.

You can download project here

Ok, I found solution. On 1.2.1b version local matrix worked not like as 1.2.2b.
For fix you can set UseTRS property to false, it is connected with local matrix.

  sphere.Transform.UseTRS = false;