So lets say we have a subdivided cube and then in the vertex shader its positions gets normalized turning it into a sphere of a certain displacement value (a cubeSphere).
The cubeSphere is originally 1 unit so the physics engine when adding a sphere Imposter makes it always at one unit. Sense I know my displacement amounts I am hoping to update the radius of the bounding sphere to match. I might figure it out here, but if anyone has done this before that would be nice to know.
?._physicsBody.shapes[id].boundingSphereRadius = #
?._physicsBody.shapes[id].radius = #