Thank you for the example that was very helpful. I was able to select the point, but I still haven't got it to actually transform anything. The points just snap over to the top left (0,0) and don't do much. I'm guessing it has something to do with not setting the origin, which I have no idea how to do with a vertex array.
if (entityList[i] == name)
{
tempVertex = vertexArray[(uint)i * 4];
transform.Rotate(degrees, vertexArray[(uint)i * 4].Position);
tempVertex.Position = transform.TransformPoint(tempVertex.Position);
vertexArray[(uint)i * 4] = tempVertex;
tempVertex = vertexArray[(uint)i * 4 + 1];
transform.Rotate(degrees, vertexArray[(uint)i * 4].Position);
tempVertex.Position = transform.TransformPoint(tempVertex.Position);
vertexArray[(uint)i * 4 + 1] = tempVertex;
tempVertex = vertexArray[(uint)i * 4 + 2];
transform.Rotate(degrees, vertexArray[(uint)i * 4].Position);
tempVertex.Position = transform.TransformPoint(tempVertex.Position);
vertexArray[(uint)i * 4 + 2] = tempVertex;
tempVertex = vertexArray[(uint)i * 4 + 3];
transform.Rotate(degrees, vertexArray[(uint)i * 4].Position);
tempVertex.Position = transform.TransformPoint(tempVertex.Position);
vertexArray[(uint)i * 4 + 3] = tempVertex;
}
What am I missing here?