I am having trouble visualizing how the vertices relate to quantitative aspects of the geometry of the sphere or object it defines (such as radius, localscale, world coordinates, etc) @ http://unity3d.com/support/documentation/ScriptReference/Mesh.html.

Here is the snippet from the manual:

function Update () { var mesh : Mesh = GetComponent(MeshFilter).mesh; var vertices : Vector3[] = mesh.vertices; var normals : Vector3[] = mesh.normals; for (var i = 0; i < vertices.Length; i++) vertices*_+= normals _* Mathf.Sin(Time.time);__*mesh.vertices = vertices;*_ _*}*_ _*

*I understand that this is applying a sinusoidal transformation on the sphere (or other object that itâ€™s in). Basically, the object would start at whatever its preset scale is, and then get bigger, and back to the same size again, etc. It would be nice if Unity Inspector could track the instantaneous radius of this procedural manipuulation, but it seems to only track the actual localScale of the sphere, rather than the new scale created by vertices. *

How do you track the radius or world coordinate dimensions of a shape given only vertices, like in the example above?

From geometry, I have an idea of how to do this, but it is very expensive in terms of computation - basically collide a plane with the sphere (crossing origin), and the intersection will be the instantaneous circle and fetch the radius from circumference `c = 2 \pi r`

- is there a more direct way to get these quantities from vertices?