Preventing run-time mesh deformations from altering the underlying FBX file


I have a function which deforms the skined mesh renderer mesh of a game object by a small random amount on each vertex.

This works prefectly, but when I return to the editor I find that the actual fbx refered to by the static prefab has been permanently altered. The only soultion to return to the origional mesh is to restore the fbx file from a backup.

Is there a way to prevent the fbx from being altered when deforming its mesh at run-time? I was surprised that it is actually writing alerations to the disk in the first place and didn't have this structure in RAM.

Many thanks, Isaac

This seems like a bug to me, but you work around it by creating a copy of the resource before you begin altering it. There should be a constructor to do this.