public IEnumerator DeformVoronoi(int seed, float scale, float point_range, float strength) { //Just to make outside use easier //Make it at least 10 scale /= 10; //All the heights of the triangles will bew stored in this array //It will be read to draw the triangles to the screen again float[] triangle_values = new float[triangles.Length]; for (int i = 0; i < triangles.Length; i++) { triangle_values[i] = 1; } Debug.Log("Generated new terrain with scale of: " + scale); triangle_values = HeightMap.ApplyVoronoiNoise(seed, triangle_values, mesh_size, scale, point_range, strength); //Apply array to the triangles themselves for (int i = 0; i < triangles.Length; i++) { triangles[i].value *= triangle_values[i]; } Debug.Log("Applied voronoi noise"); yield break; }