We are making a game with a lot of simple meshes in the world. It’s a mobile game and we need to keep the build size low as possible. The game doesn’t need physics, because of this(and the build size) we decide to don’t use physics library. Instead of this we’re using graphic raycast with picker to select world items. This work fine until the items are classified on batch groups. Then of this the raycast pick Root as result.
It’s this correct? It’s any way to prevent this? We can’t afford physics libraries size(ammo is almost 3MB). Is there an alternative?