// Use this for initialization void Start() { GetComponent <MeshFilter>().mesh = MeshUtility.CreateCube(1f, Vector3.zero); BlockManager.Init(chunkPrefab); TextureManager.Init(texMap, tileSize); for (int x = 0; x < 100; x++) { for (int y = 0; y < 100; y++) { IBlock block = new GrassBlock(Vector3.left * x + (Vector3.up * TerrainUtility.GetBlockHeight(x, y)) + Vector3.forward * y); for (int i = 0; i < block.Position.y; i++) { IBlock block1 = new DirtBlock(new Vector3(block.Position.x, i, block.Position.z)); BlockManager.AddBlock(block1); } BlockManager.AddBlock(block); } } //Block block = new Block(Vector3.one); //BlockManager.AddBlock(block); }