I’ve posted this numerous times but you can already edit meshes in jobs (much faster than their demo as well).
You bring up 2 important points though
- Having to set vertices
This is expensive, but this could well be the cost of this is pushing the mesh data to the GPU, if so jobs are probably not going to help that much. What would be nice is an async mesh job, similar to the AsyncGPUReadbackRequest we got recently for when we don’t care if takes a couple of frames to update a mesh.
- Recalculate normals
This is something that could be jobified (internally within Unity at the very least) to speed it up. For now though it’s just much faster to calculate your own normals.
Regardless of these 2 points, as it stands the job system is fast enough to edit a lot of meshes per frame.
All this goes out the window though if you use mesh colliders. Updating them destroy your fps.