private IEnumerator RunCollapse() { IEnumerator e = _modifier.Collaps(); while (e.MoveNext()) { yield return(e); } _collapseMesh = _modifier.GetMesh(); _modifier = null; if (_meshFilter != null) { _meshFilter.sharedMesh = _collapseMesh; _collapseTris = _collapseMesh.triangles.Length / 3; _collpaseVerts = _collapseMesh.vertexCount; } }