/*public static bool SetBlockAndSave(RaycastHit hit, BlockBase block, bool adjacent) { if (hit.collider == null) return false; Chunk chunk = hit.collider.GetComponent<Chunk>(); if (chunk == null) return false; WorldPos pos = GetBlockPos(hit, adjacent); chunk.world.SetBlock(pos.x, pos.y, pos.z, block); // now save whenever i update blocks Serialization.SaveChunk(chunk); return true; }*/ public static Block GetBlockV(World HitWorld, Vector3 BlockPosition) { Block block = HitWorld.GetBlock2(Mathf.RoundToInt(BlockPosition.x), Mathf.RoundToInt(BlockPosition.y), Mathf.RoundToInt(BlockPosition.z)); return block; }