public void Clear() { //i think this causes a thread contention because we are updating the mesh in the Update call clearing = true; insertCount = 0; regenerationQueue.Clear(); dynamicMeshStorage.Clear(); clearing = false; }
public void Clear() { if (leftHashTree != null) { leftHashTree.Clear(); leftHashTree = null; } if (rightHashTree != null) { rightHashTree.Clear(); rightHashTree = null; } if (grid != null) { grid.Clear(); } if (meshingCube != null) { GameObject.DestroyImmediate(meshingCube); meshingCube = null; } }