//Landscape chunk Slicing visualization Handling
        private void SlicingUpdate(GameTime timeSpend)
        {
            if (SortedChunks.Count(x => x.State != ChunkState.DisplayInSyncWithMeshes) > 0)
            {
                return;
            }

            if (_inputsManager.ActionsManager.isTriggered(UtopiaActions.LandscapeSlicerUp))
            {
                if (_sliceValue == -1)
                {
                    _sliceValue = (int)_camManager.ActiveCamera.WorldPosition.ValueInterp.Y;
                }
                _sliceValue++;
            }

            if (_inputsManager.ActionsManager.isTriggered(UtopiaActions.LandscapeSlicerDown))
            {
                if (_sliceValue == -1)
                {
                    _sliceValue = (int)_camManager.ActiveCamera.WorldPosition.ValueInterp.Y;
                }
                _sliceValue--;
            }

            if (_inputsManager.ActionsManager.isTriggered(UtopiaActions.LandscapeSlicerOff))
            {
                _sliceValue = -1;
            }
        }
        private void CheckWrapping()
        {
            if (SortedChunks.Count(x => x.State != ChunkState.DisplayInSyncWithMeshes) > 0)
            {
                return;
            }

            // Get World Border line ! => Highest and lowest X et Z chunk components
            //Compute Player position against WorldRange
            var resultmin = new Vector3D(PlayerManager.Player.Position.X - VisualWorldParameters.WorldRange.Position.X,
                                         PlayerManager.Player.Position.Y - VisualWorldParameters.WorldRange.Position.Y,
                                         PlayerManager.Player.Position.Z - VisualWorldParameters.WorldRange.Position.Z);

            var resultmax = new Vector3D(VisualWorldParameters.WorldRange.Max.X - PlayerManager.Player.Position.X,
                                         VisualWorldParameters.WorldRange.Max.Y - PlayerManager.Player.Position.Y,
                                         VisualWorldParameters.WorldRange.Max.Z - PlayerManager.Player.Position.Z);

            float         wrapOrder = float.MaxValue;
            ChunkWrapType operation = ChunkWrapType.Z_Plus1;

            //FindLowest value !
            if (_chunkCreationTrigger > resultmin.X || _chunkCreationTrigger > resultmin.Z ||
                _chunkCreationTrigger > resultmax.X || _chunkCreationTrigger > resultmax.Z)
            {
                if (resultmin.X < wrapOrder)
                {
                    wrapOrder = (float)resultmin.X; operation = ChunkWrapType.X_Minus1;
                }

                if (resultmin.Z < wrapOrder)
                {
                    wrapOrder = (float)resultmin.Z; operation = ChunkWrapType.Z_Minus1;
                }

                if (resultmax.X < wrapOrder)
                {
                    wrapOrder = (float)resultmax.X; operation = ChunkWrapType.X_Plus1;
                }

                if (resultmax.Z < wrapOrder)
                {
                    wrapOrder = (float)resultmax.Z; operation = ChunkWrapType.Z_Plus1;
                }
                _chunkWrapper.AddWrapOperation(operation);
            }
        }