Marching Cubes terrain deformation problem

Hello Guys,

I am trying to follow this thread a bit and you guys have been a great help. I am at the moment developing a marching cubes terrain. I started off with a normal Voxel Minecraft terrain, which worked out perfecly well. It is hard for me to read through the entire thread, so I thought I would post my problem: My terrain engine is supposed to help edit chunks, which worked perfectly well on my blocky version of it. Although now if I click often nothing happens and the chunks appear to be edited only sometimes(only if the colliders have a certain shape). I’ve tried everything I could think of. Subtracting the hit.normal didnt work. Tell me if you need more scripts.

using UnityEngine;
using System.Collections;

public class PlayerIO : MonoBehaviour {
	public int viewRange;
	public float intRange;
	public Chunk ChunkPrefab;
	public static int width {
		get { return World.thisWorld.chunkWidth; }
	}
	public static int height {
		get { return World.thisWorld.chunkHeight; }
	}
	void Start() {
		if(viewRange == 0) viewRange = 30;
		StartCoroutine(UpdatePos1());
		StartCoroutine(UpdatePos2());
	}
	void Update() {
		if(Input.GetMouseButtonDown(0)) {
			StartCoroutine(RemoveBlock());
		}
	}
	IEnumerator RemoveBlock() {
		Ray ray = camera.ScreenPointToRay(Input.mousePosition);
		RaycastHit hit;
		if (Physics.Raycast(ray,out hit, intRange)) {
			Vector3 p = hit.point;
			Chunk chunk = Chunk.FindChunk(p);
			if(chunk == null) return false;
			float x=p.x-chunk.transform.position.x, y =p.y,z =p.z-chunk.transform.position.z;
			int a = Mathf.FloorToInt(x), b = Mathf.FloorToInt(y), c = Mathf.FloorToInt(z);

			if(x < width -1 && z < width -1) {
			chunk.data[a,b,c]=0f;
			chunk.data[a+1,b,c]=0f;
			chunk.data[a,b,c+1]=0f;
			chunk.data[a+1,b,c+1]=0f;

			}else if(x == width - 1 && z == width -1 ) {
				chunk.data[a,b,c]=0f;
				Chunk chunk1 = Chunk.FindChunk(new Vector3(x+chunk.transform.position.x+2,y+chunk.transform.position.y,z+chunk.transform.position.z+2));
				chunk1.data[a-width,b,c-width] = 0f;
				StartCoroutine(chunk1.UpdateAt());
				Chunk chunk2 = Chunk.FindChunk(new Vector3(x+chunk.transform.position.x+2,y+chunk.transform.position.y,z+chunk.transform.position.z));
				chunk2.data[a-width,b,c]=0f;
				               StartCoroutine(chunk2.UpdateAt());
				Chunk chunk3 = Chunk.FindChunk(new Vector3(x+chunk.transform.position.x,y+chunk.transform.position.y,z+chunk.transform.position.z + 2));
				chunk3.data[a,b,c-width] = 0f;
				               StartCoroutine(chunk3.UpdateAt());
				StartCoroutine(chunk.UpdateAt());
			}else if(x == width - 1 ) {
				chunk.data[a,b,c]=0f;
				chunk.data[a,b,c+1]=0f;
				Chunk chunk1 = Chunk.FindChunk(new Vector3(x+chunk.transform.position.x+2,y+chunk.transform.position.y,z+chunk.transform.position.z));
				chunk.data[a-width,b,c]=0f;
				chunk.data[a-width,b,c+1]=0f;
				StartCoroutine(chunk1.UpdateAt());
			}else if(z == width - 1 ) {
				chunk.data[a,b,c]=0f;
				chunk.data[a+1,b,c]=0f;
				Chunk chunk1 = Chunk.FindChunk(new Vector3(x+chunk.transform.position.x,y+chunk.transform.position.y,z+chunk.transform.position.z+2));
				chunk.data[a,b,c-width]=0f;
				chunk.data[a+1,b,c-width]=0f;
				StartCoroutine(chunk1.UpdateAt());
			}
			StartCoroutine(chunk.UpdateAt());
			if(x == width -1 || z == width -1) {
				StartCoroutine(chunk.UpdateAt());
			}
			if(x <= 1) {
				Chunk atchunk = Chunk.FindChunk(hit.point - new Vector3(2,0,0));

				StartCoroutine(atchunk.UpdateAt());
			}
			if(z <= 1){
				Chunk atchunk = Chunk.FindChunk(hit.point - new Vector3(0,0,2));

				StartCoroutine(atchunk.UpdateAt());
			}
			if(z <= 1 && x <=1){
				Chunk atchunk = Chunk.FindChunk(hit.point - new Vector3(2,0,2));
					
				StartCoroutine(atchunk.UpdateAt());
			}

		}
		
		yield return 0;
	}
	IEnumerator UpdatePos1 () {
		while(viewRange > 0){
			for(float x = transform.position.x - viewRange;x < transform.position.x + viewRange; x += width ) {
				for(float z = transform.position.z - viewRange;z < transform.position.z + viewRange; z += width ) {
					Vector3 pos = new Vector3(x,0,z);
					pos.x = Mathf.Floor(pos.x / (float)width) * width;
					pos.z = Mathf.Floor(pos.z / (float)width) * width;
					
					Vector3 delta = pos - transform.position;
					delta.y = 0;
					if(delta.magnitude > viewRange) continue;
					
					
					Chunk chunk = Chunk.FindChunk(pos);
					if(chunk != null) continue;
					chunk = (Chunk)Instantiate(ChunkPrefab, pos, Quaternion.identity);
					yield return new WaitForEndOfFrame();
				}

		}
		yield return new WaitForSeconds(0.5f);
	}
		yield return 0;
	}
	IEnumerator UpdatePos2 () {
		while(viewRange > 0){
			for (int a = 0; a < Chunk.chunks.Count; a++) {
				Vector3 pos = Chunk.chunks[a].transform.position;
				Vector3 delta = pos - transform.position;
				delta.y = 0;
				if(delta.magnitude < viewRange) continue;
				Destroy(Chunk.chunks[a].gameObject);
				yield return new WaitForEndOfFrame();
			}
			yield return new WaitForSeconds(3);
		}
		yield return 0;
		}
}

Not quite an answer but a tip. Lynda has a great marching cubes tutorial and implementation in this course. Its chapter 5, I believe.

Not quite sure on your Generation Files but i can give you a hint. Check to make sure you are using a “Mesh Collider” not a Box collider on your prefab and when you do the raycasting make it find the block attached to the mesh collider. Its possible you are missing the box collider because some of the faces may have been occulled.