public void Generate() { VoxelChunk chunk = VoxelChunk.Generate(dimensions, seed, noiseScale, octaves, persistence, lacunarity, offset); GetComponent <MeshFilter>().sharedMesh = GetComponent <MeshCollider>().sharedMesh = GenerateMesh(chunk.voxels); GetComponent <MeshRenderer>().material = new Material(Shader.Find("Legacy Shaders/Diffuse")) { mainTexture = GenerateTexture(chunk.NoiseMap) }; }