I see that 2019 added new API for GraphicsBuffer and specifically an ability to create index buffer manually. Is it possible to use it with Mesh object, especially I would like to SetIndices() method to support it . Or maybe add a Graphics.DrawBuffer API taking both vertex and index buffer. Or is it some how possible with current API? My issue is that I have multiple procedural runtime meshes created using the Mesh object that share the same indices but many different permutations of vertices. Currently I have to set same indices to each Mesh object which I think creates a new index buffer for every Mesh object (unless under the hood Unity maps the managed index array to native index buffer avoiding the unnecessary duplication?).