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Question by ina · May 01, 2012 at 04:47 AM · gameobjectmeshproceduralsharedmesh

Modifying just one mesh and not all instances?

It seems like procedural modifications of .sharedMesh would modify all instances of the same gameobject. Is there a way to modify just one mesh and not all?

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Answer by Paulius-Liekis · May 02, 2012 at 08:45 AM

Clone sharedMesh, modify it and assign to mesh property.

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avatar image ina · May 03, 2012 at 04:16 AM 0
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do you clone with Instantiate?

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Answer by alwynd · Oct 13, 2013 at 03:11 PM

Hi, you should be able to simply clone the sharedmesh, and assign it back to the sharedmesh property, because the skinnedmeshrenderer is not instanced, the code should work.

myRenderer.sharedMesh = (Mesh) Instantiate( myRenderer.sharedMesh );

no need to set individual properties, that's just silly.. my mistake.

This way, the sharedmesh itself is a clone, but not an instance, and any changes you make to the vertices for eg. morphing, will not affect the original.

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