private void MakePerlinTerrain() { Vector3[] vertices = chunk.Vertices; int i = 0; for (int y = 0; y < Resolution; y++) { for (int x = 0; x < Resolution; x++) { float height = terrainController.generator.GetNoiseValue(transform.position, new Vector2Int(x, y)); height = Mathf.Max(Settings.MinLevel, height); height *= Modifier; Settings.SetMax(height); Settings.SetMin(height); vertices[i].y = height; i++; } } chunk.ChangeVertices(vertices); }