Changing mesh collider's mesh cause objects go into mesh.

I am simulating jelly mesh with position based dynamics. I need to change mesh vertices and the collider need to change but sudden changes cause that some of objects go into mesh. I have simple code that follows second objects vertices as target vertices. I am not using dots or havok for now. But is there solution on dots side?@andrew-lukasik

 targets = meshFilterMain.mesh.vertices;
        Profiler.BeginSample("MyPieceOfCode");

        for (int i = 0; i < vertices.Length; i++)
        {
            speeds <em>+= changeSpeed *Time.fixedDeltaTime* (targets _- vertices*);*_</em>

vertices += speeds_springTime.fixedDeltaTime;
speeds = dampingTime.fixedDeltaTime;
}_

simulating jelly mesh (…)

Habrador (Erik Nordeus) · GitHub shared a code example for soft body physics here:
github.com/Habrador/Ten-Minute-Physics-Unity#10-soft-body-physics

Ten-Minute-Physics-Unity#10-soft-body-physics