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how to create chunks in voxel terrain generation

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Hello everyone, i am trying to make a multiplayer adventure game and want to have procedural terrain generation. The script I created for this is capable to create a single chunk, the broblem comes when i try to create side by side chunks that dont match. here is the code im using: using UnityEngine; using System.Collections; using System.Collections.Generic; public class Create_Mesh : MonoBehaviour { public int width; public int height; public int xPos; public int yPos; public float scale; public float multiplier; public float yOffset; [HideInInspector] public float xOffset; [HideInInspector] public float zOffset; public bool roundHeight; public int chunkAmount; // Create a plane; public List verts = new List(); public List tris = new List(); Mesh mesh; MeshFilter mF; void Start () { mF = gameObject.AddComponent(); gameObject.AddComponent(); mesh = new Mesh(); mF.mesh = mesh; gameObject.AddComponent(); CalculateTerrainAtPos(Vector3.zero); CalculateTerrainAtPos(Vector3.left * 16); CalculateTerrainAtPos(Vector3.left * 32); } void CalculateTerrainAtPos (Vector3 pos) { xOffset = width / 2; zOffset = height / 2; for (int y = -height/2; y < height/2; y++) { for (int x = -width/2; x < width/2; x++) { float xCoord = xPos + x; float yCoord = yPos + y; float sample = Mathf.PerlinNoise(pos.x + x / scale, pos.z + y / scale) * multiplier; GameObject clone = GameObject.CreatePrimitive(PrimitiveType.Cube); clone.name = "Cube_" + (y * width + x); clone.transform.position = new Vector3(xCoord - xOffset + pos.x, Mathf.RoundToInt(sample) - yOffset + pos.y, yCoord - zOffset+ pos.z); } } } } I know the script has some useless variables but im just trying to make it work before i clean it up a little. I think the solution is prety simple but i just cant find it. So if you have any suggestion or solutions pls tell me, this is driving me nuts. thanks a lot to everyone.

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