public static void GetChunkAndVoxelIndex(Vector3Int index, ChunkSettings chunkSettings, out Vector3Int chunkIndex3D, out Vector3Int voxelIndex3D) { Vector3Int quotinent = index.Divide(chunkSettings.ChunkSL); // deltaFromStart / chunkWorldLen; // get chunk index Vector3Int remainder = index - quotinent * chunkSettings.ChunkSL; // get voxel index chunkIndex3D = new Vector3Int((int)quotinent.x, (int)quotinent.y, (int)quotinent.z); voxelIndex3D = new Vector3Int((int)remainder.x, (int)remainder.y, (int)remainder.z); }