// Applies the transform of the client GameObject and stores the results in the associated vertices of the overall mesh public virtual void updateTransform() { // if we are hidden or suspended, no need to update our positions as that would cause us to be visible again if (hidden || _suspendUpdates) { return; } meshVerts[vertexIndices.mv.one] = clientTransform.TransformPoint(v1); meshVerts[vertexIndices.mv.two] = clientTransform.TransformPoint(v2); meshVerts[vertexIndices.mv.three] = clientTransform.TransformPoint(v3); meshVerts[vertexIndices.mv.four] = clientTransform.TransformPoint(v4); manager.updatePositions(); }