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This repository was archived by the owner on Apr 21, 2022. It is now read-only.
On initialising a BlockType[,,] VoxelIndex gets generated that contains the type of every block in a chunk, even the empty ones (BLOCK_AIR).
When NeedsUpdate is set the Coroutine gets started that syncs the actual voxel grid to the VoxelIndex, creating and destroying changed voxels. Afterwards the MeshCombiner picks up all active chunks and combines them to the final mesh, updates the MeshCollider and populates all that.