using UnityEngine; using Unity.Jobs; public class SphereEarthGenerator : MonoBehaviour { [SerializeField] public float radius = 1; public void Generate() { // Create job var job = new GenerateSphereJob { radius = this.radius }; // Setup job handle var jobHandle = job.Schedule(); // Complete job jobHandle.Complete(); // Generate sphere GenerateSphere(job); } void GenerateSphere(GenerateSphereJob job) { // Create new mesh Mesh mesh = new Mesh(); // Generate mesh for sphere mesh.vertices = job.vertices.ToArray(); mesh.triangles = job.triangles.ToArray(); mesh.RecalculateNormals(); mesh.RecalculateBounds(); // Get a reference to the MeshFilter component MeshFilter filter = GetComponent<MeshFilter>(); // Assign the mesh to the MeshFilter filter.mesh = mesh; } // Job definition public struct GenerateSphereJob : IJob { public float radius; public List<Vector3> vertices; public List<int> triangles; public void Execute() { // Generate the vertices vertices = GenerateVertices(); // Generate the triangles triangles = GenerateTriangles(); } List<Vector3> GenerateVertices() { List<Vector3> vertices = new List<Vector3>(); // Generate the vertices // ... return vertices; } List<int> GenerateTriangles() { List<int> triangles = new List<int>(); // Generate the triangles // ... return triangles; } } }