Hi, I have some questions about Mesh Generation with the new Advanced Api: - If i want to have an "inspector clickable Mesh" in the MeshFilter of a GameObject, i must eventually come back from a "Job" or "Compute Shader" to Managed Code and assign it there, is this true ? - If above is true, that would mean that (besides calling Graphics.DrawMesh methods) i will always have to deal with Data coming back from GPU to CPU? To put it in other words, i can not have a Mesh being fully build AND assigned on a "Job" or "Compute shader" ? For example i could image giving the "Job"/"CompShader" a mesh ref. And when its done i just assign the same reference to the Meshfilter.