Hi,
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