I encountered an issue with CoordCopiers and found a solution for it. When using CoordCopiers, the generated mesh was broken. The issue seemed to be related to the mesh size, where the vertices count exceeded 65535. Additionally, CoordCopiers did not handle the mesh.indexFormat correctly. To resolve this, I made a temporary patch by adding the following line to "P3dCoordCopiers.cs" at line 95: Code (CSharp): mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; This change worked well and fixed the issue. However, I believe this is more of a patching solution. Ideally, it would be best to check the original mesh's indexFormat and ensure that the copying process handles it correctly. Thank you for your attention to this matter.