How do I get vertex positions of the referenced game object, and not its mesh?

OK, I’m probably missing some terminology but here’s what I’m doing:

I’ve got a script that references a game object which has a mesh. I’m getting the vertex positions of that mesh.

[26330-screen+shot+2014-05-07+at+9.31.01+pm.png|26330]

What I’m getting (the problem):

Unity seems to be referencing the actual mesh, but not the mesh manipulated by the game object.

I’m using this vertex array to as positions to emit particles.

Question:

How do I get the vertex positions of the mesh of the game object?

Thanks for reading :^)

My usual technique:

var thisMatrix = transform.localToWorldMatrix;
// Get world space for the first vertex in the mesh
var realPosition = thisMatrix.MultiplyPoint3x4(meshPoints[0]);

The vertices in the Mesh.vertices are local coordinates. To convert these vertices to world coordinates, use transform.TransformPoint() on each vertex.