static float FaceRaycast(Vector3 mousePosition,
                                 ScenePickerPreferences pickerOptions,
                                 bool allowUnselected,
                                 SceneSelection selection,
                                 int deepClickOffset = 0,
                                 bool isPreview      = true)
        {
            GameObject     pickedGo   = null;
            ProBuilderMesh pickedPb   = null;
            Face           pickedFace = null;

            int newHash = 0;

            // If any event modifiers are engaged don't cycle the deep click
            EventModifiers em = Event.current.modifiers;

            // Reset cycle if we used an event modifier previously.
            // Move state back to single selection.
            if ((em != EventModifiers.None) != s_AppendModifierPreviousState)
            {
                s_AppendModifierPreviousState = (em != EventModifiers.None);
                s_DeepSelectionPrevious       = newHash;
            }

            if (isPreview || em != EventModifiers.None)
            {
                EditorHandleUtility.GetHovered(mousePosition, s_OverlappingGameObjects);
            }
            else
            {
                EditorHandleUtility.GetAllOverlapping(mousePosition, s_OverlappingGameObjects);
            }

            selection.Clear();

            float distance = Mathf.Infinity;

            for (int i = 0, next = 0, pickedCount = s_OverlappingGameObjects.Count; i < pickedCount; i++)
            {
                var  go   = s_OverlappingGameObjects[i];
                var  mesh = go.GetComponent <ProBuilderMesh>();
                Face face = null;

                if (mesh != null && (allowUnselected || MeshSelection.topInternal.Contains(mesh)))
                {
                    Ray        ray = UHandleUtility.GUIPointToWorldRay(mousePosition);
                    RaycastHit hit;

                    if (UnityEngine.ProBuilder.HandleUtility.FaceRaycast(ray,
                                                                         mesh,
                                                                         out hit,
                                                                         Mathf.Infinity,
                                                                         pickerOptions.cullMode))
                    {
                        face     = mesh.facesInternal[hit.face];
                        distance = Vector2.SqrMagnitude(((Vector2)mousePosition) - HandleUtility.WorldToGUIPoint(mesh.transform.TransformPoint(hit.point)));
                    }
                }

                // pb_Face doesn't define GetHashCode, meaning it falls to object.GetHashCode (reference comparison)
                int hash = face == null?go.GetHashCode() : face.GetHashCode();

                if (s_DeepSelectionPrevious == hash)
                {
                    next = (i + (1 + deepClickOffset)) % pickedCount;
                }

                if (next == i)
                {
                    pickedGo   = go;
                    pickedPb   = mesh;
                    pickedFace = face;

                    newHash = hash;

                    // a prior hash was matched, this is the next. if
                    // it's just the first iteration don't break (but do
                    // set the default).
                    if (next != 0)
                    {
                        break;
                    }
                }
            }

            if (!isPreview)
            {
                s_DeepSelectionPrevious = newHash;
            }

            if (pickedGo != null)
            {
                Event.current.Use();

                if (pickedPb != null)
                {
                    if (pickedPb.selectable)
                    {
                        selection.gameObject = pickedGo;
                        selection.mesh       = pickedPb;
                        selection.SetSingleFace(pickedFace);

                        return(Mathf.Sqrt(distance));
                    }
                }

                // If clicked off a pb_Object but onto another gameobject, set the selection
                // and dip out.
                selection.gameObject = pickedGo;
                return(Mathf.Sqrt(distance));
            }

            return(distance);
        }