Hey, we just released an editor extension called Skinned Decals on the asset store. It is a solution for mesh-based decals overlayed on any character (using one or multiple Skinned Mesh Renderers) during gameplay or in the editor. The characters do not need a collider, you add a decal by providing a ray where the decal is projected on to the character. The system uses the snapshot of the current pose to create the decal mesh. Summary: Easy way to add decals such as bullet holes on your characters (add one component and one line of code). Doesn't require any colliders on the character. The decals follow animation exactly like the source skinned mesh. Possible to use complex shaders with parallax, tessellation etc. to create depth for the decals (shaders and decal textures are included) Multithreading is included as an option for runtime generation, performance depends on the underlying mesh complexity. Let me know what you think or ask if you have any questions! ASSET STORE LINK: http://u3d.as/1nCA MANUAL Creating decals in the editor: Runtime demo video: -- Description from the Asset Store: You need a way to show effects on your character model such as damage, bullet holes, scratches, stains, dirt and more. Skinned Decals will allow you to add impressive decals to your characters during gameplay (and editor) with ease, just one line of code. The system does not require the skinned mesh to have any colliders, the decals are placed according the mesh data. The mesh based solution allows flexibility in shaders, for example it is possible to use Tesselation to enhance the depth of the effects. Skinned decals will also perfectly follow the animation of your model. Sample character, bullet hole decals and shaders are included! FEATURES - Run-time generation (with optional multithreading) - Does not require colliders - One line of code to add decal - Supports characters composed of many skinned meshes - Atlasing, draw many decal types with one draw call. - Option to add decals to character in the editor and save mesh for later use.