// Use this for initialization void Start() { Vector3 surfacePosition = new Vector3(0, 0, 0); int surfaceY = GetSurfaceY(surfacePosition); surfacePosition.y = surfaceY; int chunkY = surfaceY - surfaceY % chunkSize; //Vector3 chunkPosition = new Vector3(0, chunkY, 0); player.transform.position = surfacePosition + Vector3.up * 2; centerManager = new CenterManager(player, chunkSize); centerMark.transform.position = centerManager.GetLastCenter(); Vector3 chunkPosition = centerMark.transform.position; world = new World(chunkPosition, chunkSize, radius, worldType); worldRenderer = gameObject.GetComponent <WorldRenderer>(); worldRenderer.SetModel(world); transform.position = Vector3.zero; transform.rotation = Quaternion.identity; if (drawCombined) { //worldRenderer.DrawCombined(cubeMaterial); worldRenderer.DrawCollide(cubeMaterial); } else { worldRenderer.Draw(cubeMaterial); } }