Is there a way to get world coordinates from mesh vertices?

I need to convert some vertices in a Mesh to their current world coordinates. The mesh may be nested in several transforms. Is there a simple way to do this?

I'm guessing it has to do with Transform.TransformPoint()

I’m looking at this too and I think TransformPoint wouldn’t work because that only changes the transform (the center of the object/mesh) from local space to world space, so that’s only one point for the whole object. I think what DaveA is asking (and what I’m trying to figure out too) is how to determine the world space co-ordinates for EACH individual vertex point on a mesh. Is there a way to do that?