Making a reference to specific vertices so i can manipulate them after used Mesh.CombineMesh

Im using Mesh.CombineMeshes with cube meshes to create a single Mesh for performance reasons.

When i assining the single meshes to the CombineInstance, is it possible to create a reference to the Mesh, so i can changing there values to recalculate or deleting single parts out of it?

CombineInstance[] combine = new CombineInstance[GameObjectArray.lenght];       
for (int i = 0; i < GameObjectArray.lenght; i++)
{
    MeshFilter mF = GameObjectArray*.GetComponent<MeshFilter>();*
 *combine[meshCount].mesh = mF.mesh;*
 _combine[meshCount].transform = GameObjectArray*.transform.localToWorldMatrix;*_
 _*// can i somewhere here create a reference in any way to change single parts of the mesh afterwards*_
 <em>_GameObject.Destroy(GameObjectArray*);*_</em>
<em>_*}*_</em>
<em>_*Mesh mesh = mesh.CombineMeshes(combine);*_</em>
<em>_*```*_</em>

What would probably work is to count the vertices in each source mesh and add them to get the start index of vertices in the destination mesh.

like this:

CombineInstance[] combine = new CombineInstance[GameObjectArray.lenght]; 
int[] vertexIndices = new int[ameObjectArray.lenght];
int vertexIndex = 0;      
for (int i = 0; i < GameObjectArray.lenght; i++)
{
    MeshFilter mF = GameObjectArray*.GetComponent<MeshFilter>();*
 *combine[meshCount].mesh = mF.mesh;*
 _combine[meshCount].transform = GameObjectArray*.transform.localToWorldMatrix;*_
 _*vertexIndices = vertexIndex;*_
 _*vertexIndex += mf.mesh.vertices.Length;*_
 <em>_GameObject.Destroy(GameObjectArray*);*_</em>
<em>_*}*_</em>
<em>_*Mesh mesh = mesh.CombineMeshes(combine);*_</em>
<em>_*```*_</em>
<em><em>_<p>Then for each source mesh, you can edit the vertices at vertexIndices *in the destination Mesh.</p>*_</em></em>