Phew here's the voxel tables from the video
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class VoxelTables
{
// all 8 possible vertices for a voxel
public static readonly Vector3[] Vertices = new Vector3[8]
{
new Vector3(0.0f, 0.0f, 0.0f),
new Vector3(1.0f, 0.0f, 0.0f),
new Vector3(1.0f, 1.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(1.0f, 0.0f, 1.0f),
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(0.0f, 1.0f, 1.0f),
};
// vertices to build a quad for each side of a voxel
public static readonly int[,] QuadVerticesIndex = new int[6, 4]
{
// quad order
// right, left, up, down, front, back
// 0 1 2 2 1 3 <- triangle numbers
// quads
{1, 2, 5, 6}, // right quad
{4, 7, 0, 3}, // left quad
{3, 7, 2, 6}, // up quad
{1, 5, 0, 4}, // down quad
{5, 6, 4, 7}, // front quad
{0, 3, 1, 2}, // back quad
};
}