public World Initialize(bool loadWorld = false) { simplex = new SimplexNoise(GameManager.gameSeed); octaves = Random.Range(4, 4); multiplier = Random.Range(10, 10); amplitude = Random.Range(0.6f, 1f); lacunarity = Random.Range(0.7f, .9f); dAmplitude = Random.Range(0.5f, .1f); if (loadWorld) { activeWorld = LoadWorld(); } else { activeWorld = new World(); activeWorld.PrepForCache(worldScale, worldSubdivisions); } //Seed the world heights SetHeights(); //CreateOcean(); currentWorldObject = new GameObject("World"); currentWorldTrans = currentWorldObject.transform; //currentWorld = new World(WorldSize.Small, WorldType.Verdant, Season.Spring, AxisTilt.Slight); worldRenderer = GetComponent<WorldRenderer>(); //changed this to run RenderPlates instead of RenderWorld foreach (GameObject g in worldRenderer.RenderPlates(activeWorld, regularTileSet)) { g.transform.parent =currentWorldTrans; } //layermask = 1 << 8; // Layer 8 is set up as "Chunk" in the Tags & Layers manager labelDirections = true; //DrawHexIndices(); return activeWorld; }