Is there any way you can De-Serialize Mesh LOD Data in runtime to get access to its info?


I am working on a Vertex Paint Detection Plugin where the goal is to detect what amount of RGBA is painted on a vertice.

I’ve managed to get this working well in editor by using Mesh>LODData>PaintedVertices, however as it turns out the LODData gets serialized or something when cooked so in build the color array returns 0.

So is there any way you can de-serialize LODData of a Mesh in runtime, so the PaintedVertices doesn’t return 0 in builds?

If not, is there any way to exclude serialization of LOD altogether when cooking, would be unfortunate but for smaller games it might be acceptable