//Prepare
        public void CheckAddComponent(Chunk chunk)
        {
                        #if VEGETATION_STUDIO
            Profiler.BeginSample("VS Prepare");

            //adding the main vegetation object
            VegetationStudioManager.AddVegetationStudioManagerToScene();

            //checking if all packs for all of the generators are the same
            if (packageShared == null)
            {
                packageShared = package;
            }
            else
            {
                package = packageShared;
            }

            //finding/creating vegetation system component
            VegetationSystem vetSys = chunk.terrain.gameObject.GetComponentInChildren <VegetationSystem>();
            if (vetSys == null)
            {
                vetSys = VegetationStudioManager.AddVegetationSystemToTerrain(chunk.terrain, package, createPersistentVegetationStoragePackage: true);
            }
            if (vetSys.VegetationPackageList.Count == 0)
            {
                vetSys.VegetationPackageList.Add(package);
            }
            if (vetSys.VegetationPackageList.Count == 1 && vetSys.VegetationPackageList[0] == null)
            {
                vetSys.VegetationPackageList[0] = package;
            }
            if (!vetSys.VegetationPackageList.Contains(package))
            {
                vetSys.VegetationPackageList.Add(package);
            }

            if (!vetSys.InitDone)
            {
                vetSys.SetupVegetationSystem();
                vetSys.RefreshVegetationPackage();
            }
            cellSize = vetSys.CellSize;


            //saving per-chunk storage (to access it from thread)
            PersistentVegetationStorage storage = vetSys.gameObject.GetComponent <PersistentVegetationStorage>();
            if (!vetStorComponents.ContainsKey(chunk.rect))
            {
                vetStorComponents.Add(chunk.rect, null);
            }
            vetStorComponents[chunk.rect] = storage;

            Profiler.EndSample();
                        #endif
        }