void Awake() { // initialize gdController = GameDataController.Instance; generationSize = (int)(MapGenerator.Instance.ChunkSize / 2); vfRenderer = GetComponent <MeshRenderer>(); // set lists capacity allBlocks.Capacity = (2 * generationSize + 1) * (2 * generationSize + 1) * MAP_HEIGHT; meshVertices.Capacity = 24 * (2 * generationSize + 1) * (2 * generationSize + 1) * MAP_HEIGHT; meshTriangles.Capacity = 6 * (2 * generationSize + 1) * (2 * generationSize + 1) * MAP_HEIGHT; meshUV.Capacity = 4 * (2 * generationSize + 1) * (2 * generationSize + 1) * MAP_HEIGHT; // load player blocks playerBlocks = gdController.GetPlayerBlocks(transform.position); for (int i = 0; i < playerBlocks.Count; i++) { allBlocks[playerBlocks.Keys[i]] = playerBlocks.Values[i]; } }