public void PrerenderChunk() { ChunkMeshProducer cmp = new ChunkMeshProducer(chunk, gameObject); cmp.Priority = Vector3.Distance(Vector3.zero, transform.position) * 1f; // farther = less priority ThreadedJobPile.AddJob(cmp); }
void Awake() { inst = this; JobsRunning = new ThreadedJob[QueueSize]; }