> For the complete documentation index, see [llms.txt](https://teogames.gitbook.io/dynamic-mesh-combiner/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://teogames.gitbook.io/dynamic-mesh-combiner/components/combiner/mc-chunk-combiner.md).

# MC Chunk Combiner

Chunk combiner allow you to split meshes by it's position it allows you to reduce combine time on update because combine will work on smaller list of objects.&#x20;

{% hint style="info" %}
Please note that splitting working based on [MC Combinable](/dynamic-mesh-combiner/components/mc-combinable.md) position, not mesh shape.
{% endhint %}

## Configuration

The `MC Chunk Combiner` implements all the options available in the standard `MC Mesh Combiner` component and introduces one additional option: `chunks`. That additional option in the MC Chunk Combiner provide enhanced control and flexibility for managing the combined meshes in a chunk-based manner.

### Chunks

To leverage these new container types, utilize the `chunks` property within the DMC configuration. The `chunks` property enables users to define a list of containers. Meshes will be baked in the first valid chunk encountered.&#x20;

### List of available containers

Currently there is 3 types of containers, but you can define your own type, by creating new script and extending it from \`AbstractChunkContainer\`.

1. **Grid Chunk Container:**
   * **Description:** Traditional 2d chunk container where users can define chunk sizes for grouping meshes.
   * **Use Case:** Offers control over grouping meshes based on predefined chunk sizes.
2. **Bounds Chunk Container:**
   * **Description:** Users can define a bounding box, and objects within this bounds will be combined.
   * **Use Case:** Allows for custom grouping based on spatial boundaries.
3. **Collider Chunk Container:**
   * **Description:** Similar to the bounds container, but grouping is based on colliders of any type.
   * **Use Case:** Provides flexibility by allowing grouping based on colliders rather than explicit bounds.

You can find all of those containers under `Mesh Combiner/Chunk` of `Add Component` menu.
