I need to get the vertices of a skinned mesh as they are deformed... problem is, the SkinnedMeshRenderer component only exposes the sharedMesh, which isn't updated (it's the asset itself, not the mesh instance). Am I missing something? The MeshFilter component exposes both the mesh and sharedMesh, but from what I see it's not in synch with the SkinnedMeshRenderer. I found trace of a SkinnedMeshFilter, which sounds like it would be just what I need, but I fear it's an obsolete piece of code (doesn't compile, SkinnedMeshFilter is unknown... I never heard of it before either). I'd be okay with reinventing the wheel, ie manually calculating the vertices positions using the bones, if anyone knows the algorithm... some sort of barycenter of the bones' positions balanced by their weights?