@belovedquestioningly In your GIF you are assigning a Mesh
reference, not a MeshFilter
reference. In general with the skeleton components procedurally generating and filling meshes (two meshes, used as a double-buffer) at runtime it's only reliable to store a reference to a MeshFilter
or MeshRenderer
and then getting the Mesh via MeshFilter.sharedMesh
or similar.
Admittedly we have not yet tested whether the stored Mesh reference keeps the same asset guid, it seems no to be the case. Anyway, this mesh would never be updated at runtime and would keep the setup pose, so likely it's not what you want.