public bool HasInputNodeTransformChanged() { // Only need to check Mesh inputs, since HDA inputs don't upload transform if (_inputObjectType == InputObjectType.UNITY_MESH) { for (int i = 0; i < _inputObjects.Count; ++i) { if (_inputObjects[i]._gameObject != null) { if (_inputObjects[i]._useTransformOffset) { if (!HEU_HAPIUtility.IsSameTransform(ref _inputObjects[i]._syncdTransform, ref _inputObjects[i]._translateOffset, ref _inputObjects[i]._rotateOffset, ref _inputObjects[i]._scaleOffset)) { return true; } } else if (_inputObjects[i]._gameObject.transform.localToWorldMatrix != _inputObjects[i]._syncdTransform) { return true; } } } } return false; }