public virtual void Evict()
 {
     Neighbors.Clear();
     PoolManager.GetObjectPool <Dictionary <FaceDirection, IChunk> >().Push(Neighbors);
     PoolManager.GetMonoBehaviourPool(ConfigManager.UnityProperties.ChunkPhysicsTarget).Push(_physicsTarget);
     _physicsTarget = null;
 }
 public void AttachPhysicsTarget(ChunkPhysicsTarget target)
 {
     _physicsTarget = target;
 }