//creates (instantiates) a terrain chunk (but does not render it yet) public void CreateChunk(LODPos pos, bool render) { //if the chunk has aready been created, dont build it again! if (chunks.ContainsKey(pos)) { return; } totalChunks++; //build the terrainobject and add its gameobject to the chunks list(may remove this last thing later) //TerrainObject chunk = Build.buildObject<TerrainObject>(pos.toVector3(), Quaternion.identity); GameObject terrainGO = Pool.getTerrain(); terrainGO.name = "Terrain Chunk " + pos.ToString(); TerrainObject chunk = terrainGO.GetComponent <TerrainObject>(); chunk.init(pos, planet); chunks.Add(pos, chunk); //Debug.Log("chunks added key :" + pos.ToString()); visChunks.Add(pos); if (render) { chunk.calculateNoise(); chunk.Render(); //renders the chunk immediately } //RequestSystem.terrainToRender.Add(chunk); }