I need to access a static object's transform matrix. It's working fine in the editor, but it seems to do nothing at runtime. This following test shows me the transform position and scale values are correct, but the TransformPoint is not. LocalToWorldMatrix is not working neither. Code (CSharp): private void OnDrawGizmosSelected() { Gizmos.color = Color.red; foreach (MeshFilter meshFilter in target.GetComponentsInChildren<MeshFilter>()){ MeshRenderer meshRenderer = meshFilter.GetComponent<MeshRenderer>(); //Debug.Log(string.Format("position: {0} scale: {1}", meshFilter.transform.position, meshFilter.transform.lossyScale)); foreach (Vector3 vertex in BoundsVertices(meshFilter.sharedMesh.bounds)){ Gizmos.DrawSphere(meshFilter.transform.TransformPoint(vertex), 0.02f); } } } How can I do this without having non-static duplicates of all my meshes? PS: This is in 2017.3.1f1