private Vector2[] SetupUvMap(Vector2[] meshUVs)
{
if (meshUVs.Length == 0) return meshUVs;
var width = _currentScale.x;
var depth = _currentScale.z;
var height = _currentScale.y;
//Front
meshUVs[2] = new Vector2(0, height);
meshUVs[3] = new Vector2(width, height);
meshUVs[0] = new Vector2(0, 0);
meshUVs[1] = new Vector2(width, 0);
//Back
meshUVs[7] = new Vector2(0, 0);
meshUVs[6] = new Vector2(width, 0);
meshUVs[11] = new Vector2(0, height);
meshUVs[10] = new Vector2(width, height);
//Left
meshUVs[19] = new Vector2(depth, 0);
meshUVs[17] = new Vector2(0, height);
meshUVs[16] = new Vector2(0, 0);
meshUVs[18] = new Vector2(depth, height);
//Right
meshUVs[23] = new Vector2(depth, 0);
meshUVs[21] = new Vector2(0, height);
meshUVs[20] = new Vector2(0, 0);
meshUVs[22] = new Vector2(depth, height);
//Top
meshUVs[4] = new Vector2(width, 0);
meshUVs[5] = new Vector2(0, 0);
meshUVs[8] = new Vector2(width, depth);
meshUVs[9] = new Vector2(0, depth);
//Bottom
meshUVs[13] = new Vector2(width, 0);
meshUVs[14] = new Vector2(0, 0);
meshUVs[12] = new Vector2(width, depth);
meshUVs[15] = new Vector2(0, depth);
return meshUVs;
}