Mesh Nodes View on Asset Store (opens in new tab)

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Latest version
2.1.1
Last updated
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Unity version
2022.3.62 or later
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1.0 MB
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Mesh Nodes

by Badjano Entertainment (opens in new tab)

5.0 / 5 · 6 ratings

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MeshNodes is a visual, node-based procedural mesh editor for Unity. Build complex geometry by connecting operation nodes in a graph — no mesh-processing code required.

Price $99.99

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Price history

Last 6 months

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Price history for Mesh Nodes, 6 months Current $99.99; lowest $99.99; highest $99.99 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov Version 2.1.0 released 7 Jul 2026 v2.1.0 Version 2.1.1 released 13 Jul 2026

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Mesh Nodes screenshot 1

Mesh Nodes screenshot 1

About this asset

MeshNodes is a visual, node-based procedural mesh editor for Unity. Build complex geometry by connecting operation nodes in a graph — no mesh-processing code required.

Inspired by Shader Graph but built for geometry, MeshNodes gives you a fully non-destructive pipeline. Change any value anywhere in the graph and the entire mesh updates instantly. When you are happy with the result, one click bakes it as a real mesh asset directly into your project.

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WHAT'S NEW IN VERSION 2.1.1 — "Auto-Resume & Batch Recipes"

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Version 2.1.1 is a quality-of-life and stability update focusing on AI/MCP integration and layout enhancements.

NEW FEATURES & ENHANCEMENTS

  Auto-Resume MCP Server

  The built-in MCP server now automatically resumes after C# compilation or Unity assembly reloads, preserving active AI assistant sessions.

  Batch Recipe Building

  Introduced new tools (mn_build_graph_from_recipe and mn_get_asset_recipe) allowing AI agents to generate complex multi-node graphs from a single JSON recipe in one round-trip.

  Enhanced Editor Zoom & Layout

  Extended minimum zoom down to 0.15x for editing massive graphs. Replaced absolute coordinate node rendering with matrix-relative rendering to prevent alignment and panning offsets.

BUG FIXES & STABILITY

  • Added null safety checks in normal computation to prevent editor crashes on empty/degenerate meshes.

  • Subscribed editor styles to assembly reload events and marked procedural textures with HideAndDontSave to prevent memory leaks.

  • Corrected namespace scoping for vertex utility classes.

CORE ENGINE & PERFORMANCE

  Job System rebuild

  All mesh-related nodes have been completely rebuilt to run on the C# Job System for parallel, multi-threaded execution.

  IMPORTANT — Breaking change: existing mesh setups require manual migration.

  Please refer to the Upgrade Notes section below for the step-by-step transition guide before updating.

  Burst compilation

  Mesh operations are now compiled by the Burst Compiler into highly optimized native machine code, delivering significantly faster procedural mesh generation.

LOGIC & GRAPH ARCHITECTURE

  Runtime dynamic values

  Graphs now support dynamic value updates during play mode without requiring a full recompute.

  Passable variables

  Define and pass variables directly within the graph. This eliminates Get/Set boilerplate and enables clean data flow between distant node clusters.

USER INTERFACE & EXPERIENCE

  Contextual tooltips

  Real-time documentation surfaces directly inside the graph editor as you work.

  Node grouping

  Visually organize complex graphs by grouping related nodes together.

  Search optimization

  Faster access to the node library with improved search and filtering.

NOTE ON THIS RELEASE

Version 2.0 is an Engine-Only update focused on stabilizing the new Job System architecture and unlocking its performance gains. Sample files and demo scenes showcasing the new mesh nodes and variable workflows are being finalized and will ship in a follow-up release shortly.

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UPGRADE NOTES — v1.x to v2.1.1

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Version 2.0 introduces a breaking change in the mesh node architecture. Follow these steps to migrate existing graphs:

1. Back up your project before updating.

2. Replace any legacy mesh nodes with their v2.0 Job System equivalents from the New Node menu.

3. Reconnect node inputs and outputs — port types and names are preserved where possible.

4. Run Tools > Mesh Nodes > Validation > Run Jobs Burst Parity + Perf to confirm the migrated graph produces correct results.

5. Re-bake affected meshes using the Build Mesh button on the output node.

If you encounter issues during migration, open a report at:

https://github.com/BadjanoEntertainment/MeshNodes/issues

────────────────────────────────────────

NODE LIBRARY — 30+ NODES INCLUDED

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GENERATE

  • Primitive — cube, sphere, cylinder, capsule, plane, and more

  • Custom Mesh — bring in your own base mesh

COMBINE

  • Array — duplicate along an axis with spacing control

  • Instances — place copies at arbitrary transforms

  • Merge — combine any number of meshes into one

  • Graph — nest an entire graph as a reusable compound node

TRANSFORM

  • Translate, Rotate, Scale

DEFORM

  • Bend, Hook, Inflate, Noise, Smooth, Spherify, Taper, Twist

MODIFY

  • Bevel, Extrude, Filter Faces, Flip Normals, Subdivide

UVs

  • UV Transform, UV Auto Fit

VERTEX COLOR

  • Color Node

MATH / VARIABLES

  • Boolean, Integer, Float, Vector2, Vector3, Vector4, Math

  • Passable Variables (new in v2.1.1) — pass values between distant node clusters without wiring

────────────────────────────────────────

KEY FEATURES

────────────────────────────────────────

Non-destructive workflow

Every change propagates through the graph automatically. Nothing is baked until you decide.

Graph nesting

Wrap any subgraph inside a Graph node and reuse it across projects like a function call.

One-click mesh baking

Hit Build Mesh on the output node. The mesh is instantiated in the scene and saved to Assets/MeshNodes/Database/Meshes.

Custom node API

Decorate any class with [MN_CustomNodeAttribute] and it appears under New Node / Custom in the context menu. Extend MeshNodes without touching the source.

Burst + Jobs acceleration

The processing engine runs on Unity Jobs and Burst for fast procedural computation. A built-in validation tool (Tools / Mesh Nodes / Validation / Run Jobs Burst Parity + Perf) checks correctness and writes a performance report you can track over time.

AI / MCP integration

MeshNodes includes a built-in Model Context Protocol server. Enable it from Tools > Mesh Nodes > MCP Server > Start Server, then point any MCP-compatible AI agent (Cursor, Claude, or others) at the Unity endpoint. Agents can create graphs, add and connect nodes, set properties, trigger recomputes, analyze meshes, and bake assets — all from a single prompt. A ready-to-use Cursor skill package (meshnodes-mcp/) is included.

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GETTING STARTED

────────────────────────────────────────

1. Open Tools > Launch Mesh Nodes

2. Right-click the canvas > Graph / New

3. Right-click > New Node / ... to add nodes

4. Connect outputs to inputs to define your pipeline

5. Click Build Mesh on the output node to bake

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COMPATIBILITY

────────────────────────────────────────

• Unity 2022.3 LTS and later

• Built-in, URP, and HDRP compatible

• Editor-only package — baked meshes are standard Unity Mesh assets usable at runtime

• Burst/Jobs path requires the Collections package (Window > Package Manager > Unity Registry > Collections)

────────────────────────────────────────

SUPPORT & COMMUNITY

────────────────────────────────────────

• Documentation: https://github.com/BadjanoEntertainment/MeshNodes

  (Editor UI guide, MCP/AI setup, node reference)

• Bug reports (GitHub Issues only): https://github.com/BadjanoEntertainment/MeshNodes/issues

• Community forum: https://www.reddit.com/r/MeshNodes/

• Asset Store page: https://u3d.as/3d4L

From the publisher's Asset Store listing.

Technical details

────────────────────────────────────────

GETTING STARTED

────────────────────────────────────────

1. Open Tools > Launch Mesh Nodes

2. Right-click the canvas > Graph / New

3. Right-click > New Node / ... to add nodes

4. Connect outputs to inputs to define your pipeline

5. Click Build Mesh on the output node to bake

────────────────────────────────────────

COMPATIBILITY

────────────────────────────────────────

• Unity 2022.3 LTS and later

• Built-in, URP, and HDRP compatible

• Editor-only package — baked meshes are standard Unity Mesh assets usable at runtime

• Burst/Jobs path requires the Collections package (Window > Package Manager > Unity Registry > Collections)

────────────────────────────────────────

SUPPORT & COMMUNITY

────────────────────────────────────────

• Documentation: https://github.com/BadjanoEntertainment/MeshNodes

(Editor UI guide, MCP/AI setup, node reference)

• Bug reports (GitHub Issues only): https://github.com/BadjanoEntertainment/MeshNodes/issues

• Community forum: https://www.reddit.com/r/MeshNodes/

• Asset Store page: https://assetstore.unity.com/packages/tools/modeling/mesh-nodes-273635

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.3.62f3 Compatible Compatible Compatible Compatible

As listed on the Asset Store.