Vertex[i] TransformPoint command not working

these are dark times at developer studio:I am making generative terrain tiles so I need to calculate the mountains on each tiles relative to their position in world space.

when I try to get the vertices world position with TransformPoint, it’s still returning their local position:

Here is the code and debuglog- sampling the 1st vertex of 100 tiles, the tiles are displaced by 200, 400,etc, and their vertex TransformPoint are all the same:

function  nzprl  (  meshobject : GameObject){//this function takes mesh objects and changes their vertices in XY and Z into mountains
Debug.Log(  "object position   " +meshobject.transform.position  ); 

	var mymeshfilter : Mesh = meshobject.GetComponent(MeshFilter).mesh;
	var vtxArray : Vector3[];
	var scale = 7;
	if (vtxArray == null) vtxArray = mymeshfilter.vertices;
	var vertices = new Vector3[vtxArray.Length];
	
	for (var i=0;i<vertices.Length;i++) 
	{
		if ( i== 0 ){Debug.Log(  "vertex-position   "+vtxArray *); }*

vtxArray = transform.TransformPoint(vtxArray*);*

_ var vertex = vtxArray*;*
if ( i== 0 ){Debug.Log( "vertex-transformpoint position "+vtxArray ); }_

vertex.y += (Mathf.PerlinNoise(vtxArray_.x,5.456)Mathf.PerlinNoise(vtxArray.z,7.53)-*
.5) * scale;_

_ vertices = transform.InverseTransformPoint(vertex);_

* }*
* mymeshfilter.vertices = vertices;*
* mymeshfilter.RecalculateNormals();*
* mymeshfilter.RecalculateBounds();*
* DestroyImmediate(meshobject.collider);*
* meshobject.AddComponent(“MeshCollider”);*

}
[7299-transform+problem.jpg|7299]

If I understand your script correctly, your transformed tiles are in meshobject.transform, but you use the TransformPoint/InverseTransformPoint of just transform, which would be the local coordinates of the object your script is attached to, not the ones of your meshobject.