private void CreateVoxelizedMultibody()
    {
        selectedObject = (Selection.activeObject != null) ? (GameObject)Selection.activeObject : null;

        Mesh       mesh;
        MeshFilter meshFilter = selectedObject.GetComponent <MeshFilter>();

        if (meshFilter != null)
        {
            mesh = meshFilter.sharedMesh;
        }
        else
        {
            mesh = selectedObject.GetComponent <SkinnedMeshRenderer>().sharedMesh;
        }

        List <Voxel_t> voxels;

        CPUVoxelizer.Voxelize(
            mesh,           // a target mesh
            resolution,     // # of voxels for largest AABB bounds
            out voxels,
            out float unit
            );

        // build gameobject with individual, colliding voxel cube objects
        Material   material = selectedObject.GetComponent <MeshRenderer>().sharedMaterial;
        GameObject go       = VoxelMesh.BuildObject(voxels.ToArray(), unit, material, folderName, useUv);

        go.GetComponent <MeshRenderer>().material = material;
    }