private void Start()
        {
            for (int j = 0; j < count; j++)
            {
                var cubeMesh = MeshUtils.GetCubeMesh(dimensions);

                var fracture = new Fracture(
                    chunks,
                    rng.Next(),
                    cubeMesh,
                    insideMaterial,
                    outsideMaterial,
                    internalStrength,
                    density * (dimensions.x * dimensions.y * dimensions.z)
                    );

                var fractured = new GameObject();
                fractured.transform.SetParent(transform);
                fractured.transform.position = Vector3.up * dimensions.y / 2 + Vector3.forward * distance * j;
                fractured.name = "Fractured " + count;
                fracture.Bake(fractured);


                var frameWidth = .001f;
                var top        = hasFameTop
                    ? Physics.OverlapBox(fractured.transform.position + Vector3.up * dimensions.y / 2, new Vector3(5, frameWidth, 5))
                    : new Collider[0];
                var right = hasFameRight
                    ? Physics.OverlapBox(fractured.transform.position + Vector3.right * dimensions.x / 2,
                                         new Vector3(frameWidth, 5, 5))
                    : new Collider[0];
                var bottom = hasFameBottom
                    ? Physics.OverlapBox(fractured.transform.position + Vector3.down * dimensions.y / 2, new Vector3(5, frameWidth, 5))
                    : new Collider[0];
                var left = hasFameLeft
                    ? Physics.OverlapBox(fractured.transform.position + Vector3.left * dimensions.x / 2, new Vector3(frameWidth, 5, 5))
                    : new Collider[0];


                var overlaps = top
                               .Concat(right)
                               .Concat(bottom)
                               .Concat(left)
                               .Distinct();

                foreach (var overlap in overlaps)
                {
                    var rb = overlap.GetComponent <Rigidbody>();
                    if (rb)
                    {
                        rb.isKinematic = true;
                        overlap.GetComponent <Renderer>().material.color = Color.green;
                    }
                }

                var graphManager = fractured.AddComponent <ChunkGraphManager>();
                graphManager.Setup(fractured.gameObject.GetComponentsInChildren <Rigidbody>());
            }
        }
        public ChunkGraphManager FractureGameobject()
        {
            var seed = rng.Next();

            return(Fracture.FractureGameObject(
                       gameObject,
                       anchor,
                       seed,
                       chunks,
                       insideMaterial,
                       outsideMaterial,
                       internalStrength,
                       density
                       ));
        }