// Get and reassign MeshFilter from the object publicvoid ReassignMeshFilter(bool initializeAfterwards = false)
// Initialize current MeshDamageGPU modifier (required before use) publicvoid Initialize() // Dispose current MeshDamageGPU modifier (required before scene exit/ object destroy) publicvoid Dispose()
// Generate vertex blocks on fly with custom block count publicvoid GenerateVertexBlocks(int count = 8) // Generate vertex blocks on fly by default, inspector settings publicvoid GenerateVertexBlocksDefault() // Dispose/ release vertex blocks publicvoid DisposeVertexBlocks()
// Create a mesh damage at specific world space position publicvoid CreateDamage(Vector3 worldSpacePosition, float worldSpaceRadius, float worldSpaceRadiusSmoothness, float intensity, Vector3 worldDirectionNormalized)