// Uvs for normal cube
    void Uvs(int dir, ushort atlasID, int Index)
    {
        if (dir == 4 && atlasID == 0)
        {
        }
        TextureUVHelper uvHelper = texAtlasSettings.GetUVs(atlasID, (TextureAtlasSettings.Dir)dir);

        for (int u = 0; u < 4; u++)
        {
            MeshUv newMeshUV = new MeshUv {
                uv = uvHelper[u]
            };
            uvs[Index + u] = newMeshUV;
        }
    }
    public TextureUVHelper GetUVs(ushort id, Dir dir)   // mesh gen system uses this
    {
        ID      atlasId    = (ID)id;
        Vector2 texturePos = GetTextureCoord(atlasId, dir);

        TextureUVHelper texUVHelper = new TextureUVHelper
        {
            pos1 = new float2(texturePos.x * tUnit + tUnit, texturePos.y * tUnit + tUnit),
            pos2 = new float2(texturePos.x * tUnit, texturePos.y * tUnit + tUnit),
            pos3 = new float2(texturePos.x * tUnit, texturePos.y * tUnit),
            pos4 = new float2(texturePos.x * tUnit + tUnit, texturePos.y * tUnit)
        };

        return(texUVHelper);
    }