Hi All Hoping someone can help me out here, I have a script that alters a mesh and it all works fine but if I add another script to the same object that also works on the mesh then that mesh doesnt work, but if I disable the one added before it does work. Is there a way around this?
I tried the Procedural examples given by Unity as well and they suffer from the same effect, ie add a single twist script to a mesh and it works fine, add another to the same mesh and the first one works but the second has no visual result until the first one is disabled.
Can this be solved? Or is a limit of the script system?
Thanks Chris