It seems like procedural modifications of .sharedMesh would modify all instances of the same gameobject. Is there a way to modify just one mesh and not all?
Clone sharedMesh, modify it and assign to mesh property.
Hi, you should be able to simply clone the sharedmesh, and assign it back to the sharedmesh property, because the skinnedmeshrenderer is not instanced, the code should work.
myRenderer.sharedMesh = (Mesh) Instantiate( myRenderer.sharedMesh );
no need to set individual properties, that’s just silly… my mistake.
This way, the sharedmesh itself is a clone, but not an instance, and any changes you make to the vertices for eg. morphing, will not affect the original.