public void CreateWallFromGridArray() { GameObject wallPrefab = Resources.Load("Wall/Wall", typeof(GameObject)) as GameObject; for (int i = 0; i < gridColumnCount; i++) { for (int j = 0; j < gridRowCount; j++) { if (gridArrayColumn[i].gridRow[j].filled) { Vector3 tempPos = gridArrayColumn[i].gridRow[j].pos; tempPos.y = 0.5f + gridScale; GameObject wallInstance = Instantiate(wallPrefab, tempPos, Quaternion.identity) as GameObject; wallInstance.transform.parent = transform; } } } MeshUtility.CombinetheMeshesInChildren(transform); }