How can I modify the mesh in OnPostprocessModel?

I've had success modifying GameObject structure in OnPostprocessModel, and I do not need to do anything special to have the changes saved. However, when I try to make modifications to the mesh, the results are ignored.

What would be the best way to do this?

I start off by getting the MeshFilter...

MeshFilter filter = go.GetComponentInChildren< MeshFilter >();

And then with the filter I attempt to make a change...

filter.sharedMesh.triangles[ 0 ] = newtriangle;

This is supposed to work. If you could file a bug on this, great. (UnityMenu->Help->Report a Problem). I'll add writing a testcase to our testframework for this scenario to my todolist.

This was a while ago, but I’d be interested to know if it has worked? I’d quite like a “cheap” way of setting up geometry based silhouettes on models, without resorting to shaders.