void Cube(Block block) { Vector2 texturePos = block.isSelected ? tSelected : BlockTypes.get(block.type).uvBase.vec2; chunkMesh.triangles.Add(faceCount * 4); //1 chunkMesh.triangles.Add(faceCount * 4 + 1); //2 chunkMesh.triangles.Add(faceCount * 4 + 2); //3 chunkMesh.triangles.Add(faceCount * 4); //1 chunkMesh.triangles.Add(faceCount * 4 + 2); //3 chunkMesh.triangles.Add(faceCount * 4 + 3); //4 chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x + tUnit, tUnit * texturePos.y)); chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x + tUnit, tUnit * texturePos.y + tUnit)); chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x, tUnit * texturePos.y + tUnit)); chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x, tUnit * texturePos.y)); faceCount++; }