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<LBVHNODE> lNodes = new List<LBVHNODE>(); public List<LBVHTriangle> lPrims = new List<LBVHTriangle>(); public List<byte> CoverageList = new List<byte>(); } }