How can I check mesh interpenetration?

If I try to check a new position every time something collides with a mesh, I can only test a collision per frame. Example:

function OnTriggerEnter (other:Collider)
{
	Debug.Log("OnTriggerEnter"+Time.frameCount);
	Instantiate (gameObject, transform.position+transform.up, transform.rotation);
	Destroy(gameObject);
}

I want to be able to test several times a collider in the same frame, similar to the function Physics.CheckCapsule(), but using a MeshCollider as collider, would it be possible using the Unity physics?

Did you ever find a solution for this?

I want to do the exact same thing. I was wondering if there is as way to force a new physics update, like when FixedUpdate runs, which could be more or less then ever rendered frame, all those calculations are done again.

Raycasts and spherecasts are just not the same as a proper mesh collider test.