Incorrect transparent rendering

I am trying to per-vertex color a piece of cloth. I am using unity’s particle/alpha blended shader but then the cloth gets transparent. I am not sure what I am doing wrong. Changing the shaders also don’t solve the problem. I am using Obicloth.

 void Awake()
    {
        Mesh mesh = gameObject.GetComponent<MeshFilter>().sharedMesh;
        Vector3[] vertices = mesh.vertices;
        int[] triangles = mesh.triangles;

        ObiCloth cloth = gameObject.GetComponent<ObiCloth>();
  
        Vector3[] verticesModified = new Vector3[triangles.Length];
        int[] trianglesModified = new int[triangles.Length];

        Color[] colors = new Color[triangles.Length];
        Color c = new Color();
        for(int i = 0; i < triangles.Length; i++)
        {
            verticesModified _= vertices[triangles*];*_

trianglesModified = i;
int index = triangles*;*
if(i%3 == 0)
{
c = new Color(Random.Range(0.0f, 1.0f),
Random.Range(0.0f, 1.0f),
Random.Range(0.0f, 1.0f),
1.0f);
colors[index] = c;
}
}

mesh.vertices = verticesModified;
mesh.triangles = triangles;
mesh.colors = colors;

mesh.RecalculateNormals();
}

Just did it but still the same. tried both meshfilter.sharedmesh and cloth.sharedmesh

I suggest you visit the official Obi forum in the contact section. Obi is big enough that we had to create a forum a long time ago. The creator of Obi will answer you in less than a week.