public void PreGenerate() { lock (meshes) { for (int i = 0; i < meshes.Length; i++) { meshes[i].LevelOfDetail = ChunkAttributes.levelsOfDetail[i].LoD; meshes[i].meshInfo = new MeshInfo(MeshGen.vertices(ChunkAttributes.size, noiseMap, meshes[i].LevelOfDetail, Mathf.RoundToInt(ChunkAttributes.scale), ChunkAttributes.animationCurve), MeshGen.quadsTriangles(ChunkAttributes.size, meshes[i].LevelOfDetail), MeshGen.uvs(ChunkAttributes.size, meshes[i].LevelOfDetail)); } } }