public bool InitInputs()
 {
     // Initialize input vertices and triangles.
     if (!GameObjectToEdit)
     {
         Debug.Log("No gameobject to edit");
         return(false);
     }
     else
     {
         meshToWorldMatrix = GameObjectToEdit.transform.localToWorldMatrix;
         MeshFilter mf = GameObjectToEdit.GetComponent <MeshFilter>();
         if (!mf)
         {
             Debug.Log("The gameobject to edit has no mesh filter !");
             return(false);
         }
         else
         {
             InputVertices  = LocalToWorldMeshVertices(mf.mesh.vertices);
             inputTriangles = mf.mesh.triangles;
         }
     }
     inputsInitialized = true;
     return(true);
 }
 void CreateCutMeshes()
 {
     // If we have cut something, setup two new meshes.
     if (trianglesToCut.Count > 0)
     {
         GameObjectToEdit.GetComponent <MeshFilter>().mesh.SetTriangles(trianglesToKeep, 0, true);
         CreateCutMesh();
     }
     else
     {
         // Inform the user that nothing was cut
         Debug.Log("Nothing to cut buddy ;)");
     }
 }