Raycasting Per Triangle on Animated Meshes?

I’m just looking at how practical it would be to port something from another engine. It is essential to be able to do per-tri accurate raycasting on an animated mesh, and the collisions should be based on the current (animated) vertex positions, not the reference pose.

Is this possible with Unity?

Not possible?

So is that a no then?

You will have to forgive the lack of response, but there are a lot of questions these days from the influx of noobs. Your question will be answered soon.

I think it is not possible “out of the box”, because… let me quote Aras:

Have a look at this thread here:
http://forum.unity3d.com//viewtopic.php?t=16698&start=0&postdays=0&postorder=asc&highlight=skinnedmesh

Thank you for the link, DerWoDaSo. That does seem to confirm that it’s not possible. If transforming all the vertices manually wasn’t slow enough, I think having to do all the raycasting calculations myself on top of that would make Unity pretty unusuable for these purposes. So if the developers have no concrete plans to add this functionality, I think I’ll have to pass on porting this.

To be honest, I suspected this was the case, so it’s not too disappointing.