Oh…but the docs say “You can modify the Frame directly to control the speed of the morph.” That implies it’s scriptable (and, in fact, quite useless otherwise). Seems to me that pretty much any value that can be changed in the inspector can also be changed with scripting, but I just can’t figure out how to access the mesh morph. If it’s not scriptable, why is it there?
That’s my fault actually. I wrote that page of the documentation with the assumption that it was scriptable. When I attempted to try it for myself, I discovered that it was not. Please disregard that line, and I will remove it from the upcoming release’s documentation.
Sorry for any inconvenience!
EDIT: now that there is a mesh interface, you should be able to do animations using it. Try making your keyframes as separate meshes, and lerping between them using the mesh interface.
If you examine UnityEngine.dll, you’ll notice that there’s no MeshMorpher class at all. Although the component exists from the point of view of the GUI, there’s no way of accessing it from code.