One problem with shape selection is that when we raycast into the particles to find closest bones, we are finding bones from a snapshot of the mesh and local shape bones positions, i.e. the bones are stored on start() in meshbonesselect, this will cause errors because the bones have moved during update() to their new positions, we need probably a snap shot of the mesh bones at a specific frame and then find closest bones when raycasting into the particle lattice
One problem with shape selection is that when we raycast into the particles to find closest bones, we are finding bones from a snapshot of the mesh and local shape bones positions, i.e. the bones are stored on start() in meshbonesselect, this will cause errors because the bones have moved during update() to their new positions, we need probably a snap shot of the mesh bones at a specific frame and then find closest bones when raycasting into the particle lattice