How to get the vertices positions of the meshes on the hand in Oculus Quest?

Sorry I’m new to this field and don’t really know anything. In a script I’m writing I wish to get the position vectors of the vertices on the hand, I think they are in OVRPlugin.cs and OVRMesh.cs but I don’t know how to refer to them (or if it’s possible to refer) in the script I’m writing. How should I do this correctly?

[Update: See now that it doesn’t answer the question, but I leave it, maybe it helps someone. This is how I get position and rotation of the hand controllers or the head in my VR game. ]
This works for me on both Rift and Quest. Unity 2021.1.6f1.

using UnityEngine;
using UnityEngine.XR; //new xr system
using UnityEngine.InputSystem; //new input system
int iRightHanded = 0;
internal Vector3 vPosition;
internal Vector3 vDirection;
internal Quaternion qRotation;
//runs every frame, put it on a relevant object. I have it in my singleton CameraController object
private void Update()
    Mouse mouse = Mouse.current;
    Gamepad gamepad = Gamepad.current;
    UnityEngine.XR.InputDevice handRDevice = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
    UnityEngine.XR.InputDevice handLDevice = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);

    //switch hand/use gamepad?
        bool triggerRSupported = handRDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.trigger, out float triggerR);
        bool button1RSupported = handRDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.primaryButton, out bool button1R);
        bool button2RSupported = handRDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.secondaryButton, out bool button2R);
        bool triggerLSupported = handLDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.trigger, out float triggerL);
        bool button1LSupported = handLDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.primaryButton, out bool button1L);
        bool button2LSupported = handLDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.secondaryButton, out bool button2L);
        if (triggerR > 0.5f || button1R || button2R)
            iRightHanded = 1;
        else if (triggerL > 0.5f || button1L || button2L)
            iRightHanded = 2;
        if (gamepad != null)
            if (gamepad.rightTrigger.ReadValue() > 0.5f || gamepad.buttonSouth.isPressed
                || gamepad.buttonEast.isPressed)
                iRightHanded = 0;
        if (mouse != null)
            if (mouse.rightButton.isPressed)
                iRightHanded = 0;

    //update pointing movement (first head)
    vPosition = Camera.main.transform.position;
    vDirection = Camera.main.transform.forward;
    qRotation = Camera.main.transform.rotation;
    //then right hand
    if (iRightHanded == 1)
        bool posRSupported = handRDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.devicePosition, out Vector3 posR);
        vPosition = transform.TransformPoint(posR); //to world coords
        bool rotRSupported = handRDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.deviceRotation, out Quaternion rotR);
        vDirection = rotR * Vector3.forward;
        vDirection = transform.TransformDirection(vDirection);
        qRotation = Quaternion.LookRotation(vDirection);
    //then left hand
    if (iRightHanded == 2)
        bool posLSupported = handLDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.devicePosition, out Vector3 posL);
        vPosition = transform.TransformPoint(posL); //to world coords
        bool rotLSupported = handLDevice.TryGetFeatureValue(
            UnityEngine.XR.CommonUsages.deviceRotation, out Quaternion rotL);
        vDirection = rotL * Vector3.forward;
        vDirection = transform.TransformDirection(vDirection);
        qRotation = Quaternion.LookRotation(vDirection);

    //vPosition is world position of either head, right or left hand
    //vDirection is the pointing vector of either head, right or left hand
    //qRotation can be used as direction also

Also includes how to handle gamepad and point with your head.
If you don’t want world coordinates just take them before transform.