void Update() { // float height = 1 + 0.9f * Perlin.Noise(col * size.x * (float)1.2, row * size.z * (float)1.2, Random.Range(0.05f, 0.5f)); float vertexChange = 1 + 0.9f * Perlin.Noise((float)1.2, radius * (float)1.2, Random.Range(1.0f, 2.5f)); // Mesh sphereMesh = GetComponent<MeshFilter>().mesh = SphereCreator.Create(subdivisions, radius); MeshFilter meshFilter = GetComponent <MeshFilter>(); meshFilter.mesh = SphereCreator.Create(subdivisions, radius, vertexChange);; mc.Clear(); // Clear internal lists and mesh }