MeshNodes Documentation: Version 2.0 (The Performance Update)
Overview
MeshNodes is a powerful node-based geometry processor for Unity. It allows for the procedural creation, manipulation, and editing of meshes through a visual graph-based environment.
With the 2.0 update, the core architecture has transitioned from standard procedural execution to a high-performance Job System model, significantly reducing CPU overhead for complex mesh operations.
Key Components
MeshNodes Editor
The central hub for your procedural workflows. Accessed via the Tools menu, this custom editor provides a canvas to connect operations.
Passable Variables
You can now define and pass variables throughout your graph. This eliminates "node spaghetti" by allowing you to inject values into multiple nodes without direct physical connections, making complex graphs far more readable.
GUISkin Customization
Personalize your workspace by modifying the skin at:
Assets/MeshNodes/Resources/GUISkins/EditorSkins/NodeEditorSkin.guiskin.
Usage & Workflow
Performance: Job System & Burst
As of this version, mesh processing has been moved to the C# Job System.
Node Library Summary
CategoryNodesGeneratorsPrimitive (Sphere, Cube, etc.), Custom Mesh, Graph (Sub-graphs)DeformersBend, Twist, Taper, Spherify, Inflate, Hook, SmoothTransformsTranslate, Rotate, Scale, UV Transform, ArrayTopologySubdivide, Bevel, Extrude, Flip Normals, Merge, FilterUtilityInstances (Face/Vertex), Color (Vertex Painting)
Custom Nodes & Extensibility
Want to build your own math? You can extend the system by duplicating the sample found at:
/Assets/MeshNodes/Extensions/Editor/
The new API is designed to work with NativeArray and Job-friendly structures to ensure your custom nodes benefit from the same speed as the built-in library.
Roadmap
Issue Tracking: GitHub Repository
Would you like me to generate a specific "Migration Guide" snippet to help users move their old nodes to the new Job System versions?