Hi,

I’ve just recently gotten into UPBGE, and am using it to mesh-batch a voxel-based terrain. Upon selection of one of the batched cubes, I’d like to be able to split it from the rest of the batch.

Supposedly there’s a split() function that allows for this; but I have yet to find the proper syntax…

I’ve literally read every documentation available online on the subject (There’s not much) , and have found nothing of use.

Here’s my code so far:

```
import bge
import math
import random
import mathutils
from mathutils import noise
cont = bge.logic.getCurrentController()
obj = bge.logic.getCurrentScene().objects
own = cont.owner
add = cont.actuators['add']
def roundup(x):
return int(math.ceil(x / 1)) * 1
def roundupxy(x):
return int(math.ceil(x / 20)) * 20
coords = []
for x in range(20):
for y in range(20):
position = [(own.worldPosition[0] + x) - 25, own.worldPosition[1] + y, 0]
H =0.5
lacunarity = 0.1
octaves = 5
Z = mathutils.noise.fractal(position, H, lacunarity, octaves, noise.types.STDPERLIN)
print (Z)
for z in range(roundup(abs(Z))):
add.instantAddObject()
addedobj = add.objectLastCreated
print ('added')
addedobj.worldPosition = (x*2, y*2, (z)*2)
coords.append(addedobj)
batchGroup = bge.types.KX_BatchGroup(coords)
```

I have no trouble *merging* the objects; it’s just the *de-merging* that’s presenting the problem. In another piece of code (run from a different object), I attempt to remove specific objects from the batch group created:

```
import bge
cont = bge.logic.getCurrentController()
own = cont.owner
obj = bge.logic.getCurrentScene().objects
near = cont.sensors['Collision']
for i in near.hitObjectList:
bge.types.KX_BatchGroup.split(i) #This line is what I'm having trouble with
```

Could someone kindly give me the proper syntax of split() in this context?

Thanks!