void Update() { //Begin draw. voxelRender.BeginDraw(); count += 0.02f; //Draw Cut Spheres for (int i = 0; i < 8; i++) { float x = 96 + Mathf.Cos(i * 0.2f + count * 2) * 80; float z = 96 + (Mathf.Sin(i * 0.7f + count * 1.8f) + Mathf.Sin(i * 0.3f + count * 3)) * 40; float y = 4 + 2 * Mathf.Cos(i * 0.4f + count * 4); Vector3 position = new Vector3(x, y, z); //Cut From Static Level, if color=0 voxelRender.DrawSphere(position, 4, 0, Layer.Static); //Draw Dynamic voxelRender.DrawSphere(position, 4, (byte)(i + 1), Layer.Dynamic); } //End draw, it starts a multithreading geometry building. voxelRender.EndDraw(); //Wait geometry. voxelRender.WaitGeometry(); }