void UpdateClothDeformation(FlexContainer.ParticleData _particleData) { if (m_deformationTarget && m_actor.handle) { Matrix4x4 xform = transform.worldToLocalMatrix; FlexUtils.UpdateClothVertices(ref m_particles[0], ref m_vertices[0], m_particles.Length, ref m_actor.indices[0], _particleData.particleData.particles, _particleData.particleData.normals, ref xform, ref m_meshVertices[0], ref m_meshNormals[0]); m_mesh.vertices = m_meshVertices; m_mesh.normals = m_meshNormals; m_mesh.RecalculateBounds(); } }