Is there any way, or workaround, to do some vertex manipulation on the mesh of a rigged character, without affecting the shared mesh?
^Was already answered,sorry!
In short: Instantiate the shared mesh, and switch the current skinned shared mesh with it. (hint hint totally works!)
var mesh : Mesh = Instantiate(GetComponent(SkinnedMeshRenderer).sharedMesh);
GetComponent(SkinnedMeshRenderer).sharedMesh = mesh;
It only affects the mesh containing the script AND everything goes back to normal after I stop playing the game.