GetVertexBuffer fail in editor sometimes

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The return buffer from skinnedmeshrenderer.GetVertexBuffer() can be empty sometimes in editor when not playing.For example if I just reimort the resource or click ctrl+s to save the scene,after unity processing,the buffer is gone in GPU.(Found in renderdoc where the buffer now is empty)However,in script side,it still show that the graphicbuffer is valid.

In https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Mesh.GetVertexBuffer.html,it said that " If you modify the CPU copy of the data, this can cause the GPU vertex buffers to be re-created; in that case, you must call GetVertexBuffer again.".I guess it may be the case,however now my problem is how can I detect if the current hold vertexBuffer is recreated or not.As I mentioned above,in script side,it tell me the buffer works well.