public bool TryGetUnityMesh(MeshFilter meshFilter, bool IfClearDynamicMesh = true)
        {
            //lock (m_LockObj)
            {
                if (IsDirty)
                {
                    IsDirty = false;

                    //Get UnityMesh
                    meshFilter.mesh = m_DynamicMesh.GenerateUnityMesh();

                    //Clear Dynamic Data
                    if (IfClearDynamicMesh)
                    {
                        m_DynamicMesh.Clear();
                    }

                    return(true);
                }
                else
                {
                    return(false);
                }
            }
        }