public bool InvalidateChunkAt(int grid_x, int grid_y, bool is_invalidate_mesh = true, bool is_invalidate_mesh_collider = true) { TileMapChunk tileMapChunk = GetOrCreateTileMapChunk(grid_x, grid_y); if (tileMapChunk != null) { tileMapChunk.InvalidateMesh(); tileMapChunk.InvalidateMeshCollider(); return(true); } return(false); }