# Handle shared vertices in mesh deformation

I have a cube-sphere made from 6 planes. I am deforming each of the plane vertices using this code (C#):

aPlane.transform.aPoint(vertices[i]).normalized * this.radius + (randomFloat));


This gives me large gaps where my planes join. How can I separate between shared and non-shared vertices, adding the randomfloat to shared/non-edge vertices only.

Pseudo code could be (C#):

Vector3[] vertices = mesh.vertices;
//maybe add int[] tris = mesh.triangles?
if (vertice is shared)
else deform without randomfloat;


I'm quite certain I need to create an array and add triangle vertices and check if the vertices belong to one triangle or two/more triangles.

Everything is generated from code and this is for a hobby project. I already have planet generators from the Asset store but if I use those I might as well just slap together Asset store content and put my name on it.