void createNewChildren(/*bool putTrees*/)
    {
        //float interval2 = radius / planetInfo.squareSectionAmmount;
        MeshRenderer mr;

        //Generate the noise for all of the terrain
        for (int i = 0; i < planetInfo.chunksAmmount; i++)
        {
            Vector3 xyz = planetInfo.calculateXYZ(i);
//			float xDisp = -radius + interval2 + (interval2 * 2 * xyz.x);
//			float yDisp = -radius + interval2 + (interval2 * 2 * xyz.y);

            planetInfo.nmArray[i] = Noise.GenerateNoiseMap(textQual, textQual, seed, noiseScale, octaves, persistance, lacunarity, getOffset(xyz), Noise.NormalizeMode.Global);

            GameObject gO = new GameObject();
            planetInfo.chunkArray [i]   = gO.transform;
            planetInfo.chunkObject [i]  = gO;
            gO.transform.parent         = gameObject.transform;
            gO.transform.localPosition  = new Vector3(0, 0, 0);
            planetInfo.mfChunkArray [i] = gO.AddComponent(typeof(MeshFilter)) as MeshFilter;
            //MeshCollider mc = gO.AddComponent (typeof(MeshCollider)) as MeshCollider;
            //mc.enabled = false;
            //mc.convex = true;
            //if(pMaterial)mc.sharedMaterial = pMaterial;
            planetInfo.lodIdentifier [i] = LOD;
            //planetInfo.chunkObject [i].AddComponent<PlanetChunkID> ().chunkID = i;
            gO.transform.localEulerAngles  = getAngle((int)xyz.z);
            planetInfo.mcArray[i]          = gO.AddComponent <MeshCollider>();
            planetInfo.mcArray [i].enabled = false;
        }
        //Fixing the terrain to concadenate well with eachother
//		for (int i = 0; i < planetInfo.chunksAmmount; i++) {
//			Vector3 xyz = planetInfo.calculateXYZ (i);
//			float xDisp = -radius + interval2 + (interval2 * 2 * xyz.x);
//			float yDisp = -radius + interval2 + (interval2 * 2 * xyz.y);
//			//fixTerrain ();
//		}
        // Material and Color
        for (int i = 0; i < planetInfo.chunksAmmount; i++)
        {
            planetInfo.colorArray[i] = generateColorAndFalloff(planetInfo.nmArray[i], textQual, useFalloff, false);
            Texture2D texture = new Texture2D(textQual, textQual);
            texture.filterMode = FilterMode.Point;
            texture.wrapMode   = TextureWrapMode.Clamp;
            texture.SetPixels(planetInfo.colorArray [i]);
            texture.anisoLevel = 9;
            texture.Apply();
            mr = planetInfo.chunkObject[i].AddComponent(typeof(MeshRenderer)) as MeshRenderer;
            mr.sharedMaterial                = new Material(Shader.Find("Diffuse"));
            mr.sharedMaterial.mainTexture    = texture;
            planetInfo.chunkObject [i].layer = gameObject.layer;
            planetInfo.chunkObject [i].name  = (gameObject.name + "_" + i.ToString());
        }
        if (waterPrefab)
        {
            GameObject water = GameObject.Instantiate(waterPrefab);
            water.transform.parent        = gameObject.transform;
            water.transform.localPosition = Vector3.zero;
            float scale = radius * waterHeight;
            water.transform.localScale = new Vector3(scale, scale, scale);
        }
        //Create the mesh and show the terrain
        if (psh == null)
        {
            var localGO = gameObject.GetComponent <SpawningManager>();
            if (localGO != null)
            {
                psh = localGO;
            }
        }

        if (objPlacerObj != null)
        {
            for (int i = 0; i < planetInfo.chunksAmmount; i++)
            {
                ObjectPlacer tp1 = planetInfo.chunkObject [i].AddComponent(typeof(ObjectPlacer)) as ObjectPlacer;
                objPlacerObj.copyTo(tp1);

                tp1.calculateObjectID();
            }
        }

        StartCoroutine(updateAllMeshesCoroutine());
        //This is where the making of the mesh and making of trees was done now it was moved to a
        // coroutine for immediate seeing of the meshes and possibly a more responsive UI


        //DebugConsole.Log ("AvailableSpawnPositions: " + psh.availableSpawns.Count.ToString (), "normal");
    }