Hi All. We have a system to replace parts of a character in order to produce the effect of an outfit change. All of our characters use the same rig, and the same avatar. The problem we are facing is a deformation of the replacement mesh that is assigned at either runtime or in editor, which only happens if we DO NOT have "Optimize Game Objects" checked. Below in the screen shot you can see 2 instances of the same model, with the same replacement mesh assigned. The one on the left is completely deformed, this is the one without the "Optimize Game Objects" checked. The one on the right, which has the option checked, works perfectly. I'd like to get some insight as to why this is happening, and what can be done (perhaps via script?) to make the non - optimized version work when replacing the mesh. * By replacing the mesh I mean assigning a different mesh object onto the mesh property in editor, or into the sharedMesh property at runtime. * We cannot use the "Optimize Game Object" option, as it is unsupported by FinalIK, which we need to use in the project.