so i have a box built in unity by code

```
VectorPosition = new List<Vector3>();
VectorPosition.Add(new Vector3(pos.x+Size, pos.y-Size, pos.z-Size) * 0.5f);
VectorPosition.Add(new Vector3(pos.x+Size, pos.y+Size, pos.z-Size)* 0.5f);
VectorPosition.Add(new Vector3(pos.x-Size, pos.y-Size, pos.z-Size)* 0.5f);
VectorPosition.Add(new Vector3(pos.x-Size, pos.y+Size, pos.z-Size)* 0.5f);
VectorPosition.Add(new Vector3(pos.x+Size, pos.y-Size, pos.z+Size) * 0.5f);
VectorPosition.Add(new Vector3(pos.x+Size, pos.y+Size, pos.z+Size)* 0.5f);
VectorPosition.Add(new Vector3(pos.x-Size, pos.y-Size, pos.z+Size)* 0.5f);
VectorPosition.Add(new Vector3(pos.x-Size, pos.y+Size, pos.z+Size)* 0.5f);
verts = new Vector3[VectorPosition.Count];
for(int i = 0; i < verts.Length; i++) {
verts _= VectorPosition*;*_
```

** }**

** tris = new int[36] {0, 1, 5, 5, 4, 0,**

*0, 4, 6, 6, 2, 0,*

*4, 5, 7, 7, 6, 4,*

*3, 7, 5, 5, 1, 3,*

*6, 7, 3, 3, 2, 6,*

*0, 2, 3, 3, 1, 0};*

*but how would i go about getting the “tris” set up right when i subdivide because obviously i cant do that for say the 10th subdivision i assume there is some algorithm of some sort*

*any ideas or links?*