Hi! We've got a system for changing character's faces using blend shapes. When we enter a dialogue with a character, we enable the character model singleton object, and set all the correct blend shapes on the face mesh: Code (csharp): // approximately what I'm doing var model = GetCharacterFromPool(); model.skinnedMeshRenderer.SetBlendShapeWeight(faceIndex, faceValue); model.gameObject.SetActive(); The problem is that these blend shapes doesn't take effect until the next frame, so there's a single frame visible where the character has the wrong face, before it suddenly snaps to the next face. The blend shape is set as a part of the normal Update loop. Is there any way for me to force a skinned mesh renderer to instantly apply the current blend shape?