// private private void CreateMesh() { _voxelMesh = new VoxelMesh(); // calculate voxel size _voxelSize = Bounds.size.x / Size; _chunkObject = new GameObject("<chunk " + _voxelSize + ">"); _chunkObject.transform.parent = Handler.transform; _chunkObject.transform.position = Position.ToVector3(); // enqueue to generate VoxelProcessor.Enqueue(Generate, OnGenerated); }
// private private void Update() { VoxelProcessor.Dispatch(); }
// private private void OnDestroy() { VoxelProcessor.Shutdown(); }
// private private void Start() { Instance = this; VoxelProcessor.Start(); }