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
    }