TLDR: Can't I can StripProBuilderObjects from within some other Editor script? I'm using a now-deprecated Asset Store offering to fracture objects into pieces. I've found that in many cases, the resulting object is kind of a mess, with way too many verts, and a lot of overlapping verts. This results into terrible UV maps. I've found that if I ProBuilderize it, and Weld Vertices, the result is very good. However, doing that manually is a pain, as sometimes there are hundreds of small pieces. In the Editor code that generates these pieces, I can add a ProBuilderMesh, and I can call WeldVertices on it, and that works great. But I haven't found a way to strip off the PB objects after doing that, so that the object just has its plain mesh. It seems that all of the code to Strip PB Objects is in private/protected classes, not accessible from other Editor code. Another approach would be if I could somehow get the underlying mesh from a ProBuilderMesh, and assign that to the objects's Mesh Filter. But I don't see a way to do that, as the mesh of a ProBuilderMesh is internal. Note that I'm only doing this stuff in an Editor script, not a build/runtime script, so I'm hoping that makes it more likely that this can be done. In short, I'm starting with a plain old mesh + Mesh Renderer, and I want to run this through PB's Weld Vertices, but end up with a plain old mesh + Mesh Renderer when I'm done. Is it possible to script that?