public void UpdateCollider() { mesh_for_collider = new Mesh(); Vector3[] vertexes = new Vector3[chunkSize * chunkSize]; for (int i = 0; i < chunkSize; i++) { for (int j = 0; j < chunkSize; j++) { vertexes[i * chunkSize + j] = mesh.vertices[i * chunkSize + j] - transform.position; } } mesh_for_collider.vertices = vertexes; mesh_for_collider.triangles = mesh.GetTriangleIndexes(); mesh_for_collider.RecalculateNormals(); coll.sharedMesh = mesh_for_collider; }