Before posting an official 'feature request', I was wondering if there is any way right now to do a "ray cast" on objects for object picking. I need accurate object selection based on the current state of a mesh or skinned mesh. I don't need physics in my project at all. I'm currently using Physics.Raycast to do this, but there are two key drawbacks: 1) When a skinned mesh animates, the attached MeshCollider doesn't update with it. I currently must re-calculate the MeshCollider whenever an animation moves the skinned mesh (slow annoying). 2) When adding a lot of MeshColliders, it takes a very long time where Unity is non-responsive. For example, one scene I load has ~150k triangles. It takes approximately one second to load from an Assetbundle. When I add MeshColliders to it, it then takes about 16 seconds to load from the AssetBundle (and I can't even show a 'loading...' progress bar). I know it may not be fast to use the same method that the Unity editor itself uses, but at least it CAN do selection on objects without colliders and with arbitrary skinned mesh animations. -- David Robinson Coole Immersive, Inc.