Hi,
I am using the “new” Mesh API to load data from mesh with GetVertexBuffer() to Compute Shader and after processing I write back the data into SkinnedMeshRenderer in “OnBeginFrameRendering”.
This works well, but now I’d like to update Mesh Colliders based on the changes I did on the vertex buffer.
How can I transform the buffer back to a mesh, same as SkinnedMeshRender.BakeMesh() would do?