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Answer by sneftel · May 04, 2011 at 07:40 PM
Copy the mesh on startup, so that you're operating on the clone instead:
void Start() {
Mesh oldMesh = GetComponent<SkinnedMeshRenderer>().sharedMesh;
Mesh newMesh = (Mesh)Object.Instantiate(oldMesh);
GetComponent<SkinnedMeshRenderer>().sharedMesh = newMesh;
}
I used with javascript:
var new$$anonymous$$esh : $$anonymous$$esh;
function Start() { var old$$anonymous$$esh = GetComponent("Skinned$$anonymous$$eshRenderer").shared$$anonymous$$esh; new$$anonymous$$esh = old$$anonymous$$esh; GetComponent("Skinned$$anonymous$$eshRenderer").shared$$anonymous$$esh = new$$anonymous$$esh; }
function Update () { var mesh : $$anonymous$$esh = GetComponent(Skinned$$anonymous$$eshRenderer ).shared$$anonymous$$esh; var vertices : Vector3[] = mesh.vertices;
for (var i = 0; i < vertices.Length; i++) vertices[i] += Vector3.up * Time.deltaTime/100;
mesh.vertices = vertices; mesh.RecalculateBounds(); }
But when i stop the game in the editor the skidder mesh dont return to its original... is permanent modified.