public void UpdateAroundPlayer() { if (playerRb.velocity.magnitude > 0) { p = player.position / voxelResolution; playerCoord = new Vector2Int(Mathf.RoundToInt(p.x), Mathf.RoundToInt(p.y)); voxelMesh.CreateBuffers(); RemoveOutOfBoundsChunks(); CreateNewChunksInRange(); UpdateNewChunks(); RecreateUpdatedChunkMeshes(); } }