Detect BlendShapes position

Hi!!

This time its a really tricking question I think :stuck_out_tongue:

I have a model that is changin during the curse of the game with blend shapes (for example, becomes a slug)
I need to check the where is the top edge of the object after the blend shape is done, but it seems its harder then it sounds…

If an object is changed with blend shape, the collider (also a mesh collider) is not following
I also tried to check the vertices for the SkinnedMeshRenderer’s sharedMesh, but the also seems to not update after a blend shape and stay at the original location…

Any ideas?

really? nothing?