private void Update() { float segmentLength = length / lengthSegments; bool overflow = AddRow(); if (!overflow) { transform.position = transform.position + transform.forward * -segmentLength; } else { DisplaceVerticesInZ(); } float[] rowheights = athm.GetRowHeightMap(_currentwidthSegments); Color32[] colors = terrainColor.GetHeightColors(rowheights); UpdateLastRowMeshVertices(rowheights, colors); eventTerrainMoved?.Invoke(segmentLength); }