// private
        private void CreateMesh()
        {
            _voxelMesh = new VoxelMesh();

            // calculate voxel size
            _voxelSize = Bounds.size.x / Size;

            _chunkObject = new GameObject("<chunk " + _voxelSize + ">");
            _chunkObject.transform.parent   = Handler.transform;
            _chunkObject.transform.position = Position.ToVector3();

            // enqueue to generate
            VoxelProcessor.Enqueue(Generate, OnGenerated);
        }
 // private
 private void Update()
 {
     VoxelProcessor.Dispatch();
 }
 // private
 private void OnDestroy()
 {
     VoxelProcessor.Shutdown();
 }
 // private
 private void Start()
 {
     Instance = this;
     VoxelProcessor.Start();
 }