public OCMeshBuilder FromMesh(UnityEngine.Mesh mesh) {

		if(mesh == null) return this;
			
		_vertices.AddRange(mesh.vertices);
		_colors.AddRange(mesh.colors);
		_normals.AddRange(mesh.normals);
		_uv.AddRange(mesh.uv);
		
		for(int i = 0; i < mesh.subMeshCount; ++i)
		{
			AddIndices(0, mesh.GetTriangles(i));
		}
		
		return this;
	}