// generates the whole map public void Create() { Random.InitState(generations); GenerateMap map = new GenerateMap(); mapData = map.Generate(parameters, generations, cellType, islandFunction, heightFactor, heightMap, regionCount, relaxationCount, radius); GenerateMesh meshData = map.GenerateMeshData(); meshFilter.mesh = meshData.CreateMesh(); meshRenderer.sharedMaterials = new Material[mapData.biomes.Count]; Material[] materials = new Material[mapData.biomes.Count]; for (int i = 0; i < mapData.biomes.Count; i++) { Material material = new Material(baseMaterial); ColorUtility.TryParseHtmlString(CheckingScript.displayColors[mapData.biomes[i]], out Color biome); material.color = biome; material.name = mapData.biomes[i]; materials[i] = material; } meshRenderer.sharedMaterials = materials; }