Hello Ian, I’m currently setting up Mesh Baker in my game using the free version to ensure that it will help with performance in this use case. After this I intend on purchasing the full asset so I can apply my own shaders. I am attempting to bake multiple SkinnedMeshRenderers together, and have been successful using the editor, but not so much when trying to code this at run-time. I am experiencing exactly the same error Novack reported in post #1384 of this thread. I setup the Baker via script. Now, if I go into the inspector and press the ‘Bake' button manually at this stage every works correctly and as intended (the combined skinned mesh is produced), but if I instead simply run meshBaker.Apply() (which I assume runs the same functionality as pressing Bake?) from script I receive the same error Novack produced, 'Target Renderer was not set. UnityEngine.Debug:LogError(Object) DigitalOpus.MB.Core.MB3_MeshCombinerSingle:ValidateTargRendererAndMeshAndResultSceneObj() DigitalOpus.MB.Core.MB3_MeshCombinerSingle:Apply(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, GenerateUV2Delegate) DigitalOpus.MB.Core.MB3_MeshCombinerSingle:Apply(GenerateUV2Delegate) MB3_MeshBakerCommon:Apply(GenerateUV2Delegate) (at Assets/MeshBaker/scripts/MB3_MeshBakerCommon.cs:170) MeshBakerTest:Bake() (at Assets/Scenes/MeshBakerTest.cs:39) MeshBakerTest:Update() (at Assets/Scenes/MeshBakerTest.cs:26)' Is Apply() the correct method to use? - I cannot understand why this would work within the editor but not via script. Picture of MeshBaker in editor, before pressing 'Bake' or running Apply(): I also have some further questions of how to run and alter Baker variables at run time via script - I’ve read through your documentation and watched the videos but am unsure of the correct scripting calls to make. Could you write a line example for each?: 1. Via script how can I set the 'Combined Mesh Object' in the mesh baker script - I cannot find an example? 2. How can I change the renderer type from 'Skinned Mesh Renderer' to 'Mesh Renderer'? A suggestion is meshBaker.renderer, but it appears this has been depreciated. 3. How can I disable the renderers on the Source Objects after using Apply()? - is it 'meshBaker.EnableDisableSourceObjectRenderers(true);'? - does this have to be done before running Apply()? Thanks in advance.