/// <summary>
        ///
        /// Meshes
        ///
        /// Parse mesh data
        /// Function decides if we are updating an already existing mesh or creating a new one.
        /// If a new mesh has been created this function will go through stored mesh instances
        /// and check if it can create new mesh instances.
        /// </summary>
        public static void ParseMeshData(System.IntPtr meshDataPtr)
        {
            try
            {
                var meshData = (MeshData)System.Runtime.InteropServices.Marshal.PtrToStructure(meshDataPtr, typeof(MeshData));

                // Convert unmanaged to managed memory
                ManagedMeshData managedMeshData = MeshHandler.ManageMeshMemory(meshData);

                // If all dependants are here, create or update the mesh
                bool dependencySuccess = MeshHandler.DependencyCheck(managedMeshData, meshData.entityToken);
                if (dependencySuccess)
                {
                    ParseMeshData(meshData, managedMeshData);

                    // Delete the data
                    ImportMenu.stpUnityDeleteMeshData(meshDataPtr);
                }
                else
                {
                    // If we are not able to create or update store the mesh data and try later
                    meshDataStore.Add(meshDataPtr);
                }
            }
            catch (System.Exception e)
            {
                Debug.LogException(e);

                // Delete the data
                ImportMenu.stpUnityDeleteMeshData(meshDataPtr);
            }
        }
        // Iterate through mesh store that were missing dependants and check if we can create new mesh objects
        // or update existing mesh objects
        public static void IterateMeshStore()
        {
            for (int i = meshDataStore.Count - 1; i >= 0; i--)
            {
                MeshData meshData = (MeshData)System.Runtime.InteropServices.Marshal.PtrToStructure(meshDataStore[i], typeof(MeshData));

                // Convert unmanaged to managed memory
                ManagedMeshData managedMeshData = MeshHandler.ManageMeshMemory(meshData);

                // If all dependants are here, create or update the mesh
                if (MeshHandler.DependencyCheck(managedMeshData, meshData.entityToken))
                {
                    ParseMeshData(meshData, managedMeshData);

                    // Delete the data
                    ImportMenu.stpUnityDeleteMeshData(meshDataStore[i]);

                    // Remove from the store
                    meshDataStore.RemoveAt(i);
                }
            }
        }