void Update() { //Begin draw. voxelRender.BeginDraw(); count += 0.02f; //Draw voxel meshes. for (int i = 0; i < 8; i += 2) { float x = 96 + 64 * Mathf.Sin(count + i * 0.262f); float y = 32 + 8 * Mathf.Sin(count * 4 + i * 0.262f); float z = 96 + 64 * Mathf.Cos(count + i * 0.262f); voxelRender.DrawMesh(voxelMesh, new Vector3(x, y, z), Layer.Dynamic); } //And put a static mesh to level. float xx = 96 + 86 * Mathf.Sin(count * 0.5f); float zz = 96 + 86 * Mathf.Cos(count * 0.5f); voxelRender.DrawMesh(voxelMesh, new Vector3(xx, voxelMesh.height / 2, zz), Layer.Static); //End draw, it starts a multithreading geometry building. voxelRender.EndDraw(); //Wait geometry. voxelRender.WaitGeometry(); }