The Character Controller is fine for doing movement, but if you want to test for a bullet hit, or mouse roll-over you need to test against something more accurate than a capsule.
So what is the best way to do this?
Perhaps you can add trigger colliders to the limbs and raycast against each of these?
I basically need a more accurate character collision test for raycasts, without adding colliders that affect the character movement.
bump for retry.
The character controller is not even itself accurate for raycasts in that the drawn wireframe is too large - there is an invsisble skin around it (more than just the skin-width specified - which is not shown anyway) which does not get hit by a ray cast.