using System.Collections.Generic; using AwesomeTechnologies.Utility.BVHTree; using UnityEngine; namespace AwesomeTechnologies.MeshTerrains { [PreferBinarySerialization] [System.Serializable] public class MeshTerrainData : ScriptableObject { public Bounds Bounds; public int TriangleCount; public List lNodes = new List(); public List lPrims = new List(); public List CoverageList = new List(); } }