// decide where to make a cube void GenerateVoxelMesh(VoxelData patternData) { vertices = new List <Vector3>(); triangles = new List <int>(); for (int z = 0; z < patternData.Depth; z++) { for (int y = 0; y < patternData.Height; y++) { for (int x = 0; x < patternData.Width; x++) { if (patternData.GetCellPattern(x, y, z) != false)//get the pattern map, decide where to make a cube, false means no voxel { MakeCube(_adjScale, new Vector3(x * scale, y * scale, z * scale), x, y, z, patternData); } } } } }