Quote: "Natively, your tree can contain a cube, or a series of cubes object bounds via the Set Object Collision To Boxes command, or MAKE OBJECT COLLISION BOX Object Number, X1, Y1, Z1, X2, Y2, Z2, Collision Flag command."
At first I tried to mess around with SET OBJECT RADIUS, but since my trees are scaled to all different sizes I had a hard time getting a universal formula to work... I think this is because the object's overall radius was based on the widest part of the tree which would be the branches instead of the trunk.
I didn't try MAKE OBJECT COLLISION BOX, but I'm guessing that with multiple collision boxes DBPro has to check for collision with every object, so I just figured why not just use 1 box for everything and use distance checks to find the closest tree.
It doesn't seem that slow to me, but I'd have to code side-by-side comparisons to see how much FPS I'm giving up compared to Sparky's and what Chris suggested.