public void Start2()
 {
     if (mf == null)
         mf = GetComponent<MeshFilter>();
     if (meshList.Count > 0)
     {
         var list = new List<CombineInstance>();
         var r = mf.GetComponent<MeshRenderer>();
         var enumerable = new[] { mf.renderer }.Concat(meshList);
         r.sharedMaterials = enumerable.SelectMany(a => a.sharedMaterials).ToArray();
         foreach (var a in enumerable)
         {
             var sharedMesh = a.GetComponent<MeshFilter>().sharedMesh;
             for (int i = 0; i < sharedMesh.subMeshCount; i++)
             {
                 var ci = new CombineInstance();
                 ci.transform = tr.worldToLocalMatrix * a.transform.localToWorldMatrix;
                 ci.mesh = sharedMesh;
                 ci.subMeshIndex = i;
                 list.Add(ci);
             }
         }
         mf.mesh.CombineMeshes(list.ToArray(), false);
         foreach (var a in meshList)
             Destroy(a.gameObject);
     }
     lossyScale = mf.transform.lossyScale;
     elements.Clear();
     lab = new Dictionary<int, List<Tr>>();
     vertices = mf.mesh.vertices;
     oldVertices = (Vector3[])vertices.Clone();
     normals = mf.mesh.normals;
     tangents = mf.mesh.tangents;
     uvs = mf.mesh.uv;
     for (int x = 0; x < mf.mesh.subMeshCount; x++)
     {
         var trs = mf.mesh.GetIndices(x);
         for (int i = 0; i < trs.Length; i += 3)
         {
             var tr = new Tr() { ind = new[] { trs[i], trs[i + 1], trs[i + 2] }, pointers = new[] { i, i + 1, i + 2 }, group = x };
             flat.Add(tr);
             for (int j = 0; j < 3; j++)
             {
                 List<Tr> lt;
                 if (!lab.TryGetValue(trs[i + j], out lt))
                     lab[trs[i + j]] = lt = new List<Tr>();
                 lt.Add(tr);
             }
         }
     }
     foreach (Tr t in flat)
     {
         if (!t.went)
         {
             Element element = new Element();
             element.MeshTest = this;
             elements.Add(element);
             var color32 = new Color32((byte)(Random.value * 255), (byte)(Random.value * 255), (byte)(Random.value * 255), 255);
             Go(t, color32, element, 0);
         }
     }
 }