Not sure why the shading isn't going right. I've been using the built in lighting system so far. Still haven't got around messing with materials yet. I think either Kiyaku or Beezir will have to help with that. I can take a look at the code you posted but I'm not too confident I'll be able to figure it out. Hrm... not sure how to help with the init cost. When you need to reinit don't instantiate a new prefab I'm getting the same thing where some chunks don't generate their meshes, which is weird because that isn't threaded and the mesh generator is called when the chunkdata comes back from being processed. I'll take a look at which queue I'm using, I thought it was the threadsafe one but I'm not sure. Update: Warning about the updated webplayer, same as before with the falling through unfinished chunks at the beginning (hit E) only now don't move around (WASD) until the terrain is done or there'll be a null exception and the thing'll stop generating terrain. Still need to stick in a loading screen but I like watching it generate so I've been putting it off. Also, if you're at a chunk boundary and dig, you can make holes into the side of the chunk you're digging next to. Should have that fixed soonish, need to focus on work the next few days. Edit: I'm using the threadsafe queue and I still get some chunks not regenerating their meshes. I'm at a loss as to why because the code is basically: Code (csharp): Get processed chunk from Queue Create mesh for chunk Don't know why it wouldn't tell all of them to do it. Oh, before I forget, I'm almost certain you can drop optimize because of the way we do our meshes. Because the no two square faces share any vertices I don't think optimize can do anything, we've already got a bunch of two triangle triangle strips. If you have longer strips then it might help, but IIRC from your code you do it more or less the same way Beezir and I did. Although Beezir didn't forget to not double up on the two shared verts per square like I did Update: New Webplayer in two varieties: Links removed (I broke it) All chunks (should) regenerate their mesh properly now as you wander around. Still haven't fixed the problem with holes being created by digging. Easy fix (lol, I hope anyway). If I have time to fix it today I'll put up a new player. Chunks go from -64 to 64 with the water level showing where the zero level chunks are.