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Publisher

Badjano Entertainment

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Overview

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.

  • New in 2.0: Improved UI features for better node grouping, faster search indexing, and a cleaner overall aesthetic.

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

  1. Initialize: Open the editor via Tools. Right-click and select Graph > New.
  2. Node Creation: Right-click to add nodes. The library includes everything from primitives to advanced deformation.
  3. Variable Flow: Use the new variable nodes to store values (floats, vectors, etc.) and pipe them into your transformation nodes.
  4. Nesting: Use the Graph Node to drop an entire .asset graph inside another, allowing for modular "sub-routines."
  5. The Build Step: Every graph concludes with an Output Node.
    Click Build Mesh to generate the geometry in your scene.
    Meshes are automatically serialized to MeshNodes/Database/Meshes.

Performance: Job System & Burst

As of this version, mesh processing has been moved to the C# Job System.

  • Burst Compiled: Nodes are now compiled into highly optimized machine code.
  • Multithreaded: Heavy calculations (like Subdivide or Spherify) now run across multiple CPU cores.
  • Migration Note: Because of this architectural shift, older graphs may require manual updates. Consult the Upgrade Notes in the package root.

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

  • Sample Library: This is currently an engine-focused update. A dedicated pack of sample files and demo scenes showcasing the Job System's power will be released in the next minor update.
  • Compute Shaders: Researching GPU-side mesh generation for even larger datasets.

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?

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