//Check to see if a given world point exists in the cylinder bool WorldPointInside(ref Mesh mesh) { CustomMesh customMesh = GetComponent <CustomMesh>(); Vector3 worldPoint = new Vector3(0.0f, 1.0f, 0.0f); int[] indices = mesh.triangles; Vector3[] vertices = mesh.vertices; return(customMesh.ContainsWorldPoint(ref worldPoint, ref indices, ref vertices)); }