MeshFilter.mesh
var mesh: Mesh;
Mesh mesh;
mesh as Mesh
Description

Returns the instantiated Mesh assigned to the mesh filter.

If no mesh is assigned to the mesh filter a new mesh will be created and assigned.

If a mesh is assigned to the mesh filter already, then first query of mesh property will create a duplicate of it, and this copy will be returned. Further queries of mesh property will return this duplicated mesh instance. If you want to avoid this automatic mesh duplication, use MeshFilter.sharedMesh instead.

By using mesh property you can modify the mesh for a single object only. The other objects that used the same mesh will not be modified.
	// Distortionates the mesh vertically.

function Update () { // Get instantiated mesh var mesh : Mesh = GetComponent(MeshFilter).mesh; // Randomly change vertices var vertices : Vector3[] = mesh.vertices; for (var p : int = 0; p < vertices.Length; p++) { vertices[p] += Vector3(0, Random.Range(-0.3, 0.3), 0); } mesh.vertices = vertices; mesh.RecalculateNormals(); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void Update() {
        Mesh mesh = GetComponent<MeshFilter>().mesh;
        Vector3[] vertices = mesh.vertices;
        int p = 0;
        while (p < vertices.Length) {
            vertices[p] += new Vector3(0, Random.Range(-0.3F, 0.3F), 0);
            p++;
        }
        mesh.vertices = vertices;
        mesh.RecalculateNormals();
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def Update() as void:
		mesh as Mesh = GetComponent[of MeshFilter]().mesh
		vertices as (Vector3) = mesh.vertices
		p as int = 0
		while p < vertices.Length:
			vertices[p] += Vector3(0, Random.Range(-0.3F, 0.3F), 0)
			p++
		mesh.vertices = vertices
		mesh.RecalculateNormals()

See Also: Mesh class.