Quick reference for every built-in MeshNodes node. For how to add and wire nodes in the UI, see the Editor guide .
Node
What it does
Primitive
Creates a base shape: cube, sphere, cylinder, capsule, plane, quad, donut, etc.
Custom Mesh
Imports an existing mesh from your project as the starting point
Node
What it does
Array
Duplicates the mesh along an axis with spacing, rotation, and scale per copy
Instances
Places mesh copies at face or vertex centers
Merge
Combines two meshes into one (inputs A and B )
Graph
Embeds another saved graph as a reusable sub-graph
Node
What it does
Translate
Moves vertices by an offset
Rotate
Rotates around a pivot and axis
Scale
Uniform or per-axis scaling
Node
What it does
Bend
Bends geometry around an axis and angle
Hook
Pulls vertices toward an offset from a reference point
Inflate
Pushes vertices along their normals
Noise
Adds procedural displacement (organic variation)
Smooth
Averages vertex positions with neighbors
Spherify
Warps geometry toward a spherical shape
Taper
Scales cross-section based on height along an axis
Twist
Twists around an axis from a pivot
Node
What it does
Bevel
Softens edges and corners
Extrude
Extrudes faces outward
Filter Faces
Removes faces by index, range, or random threshold
Flip Normals
Reverses face winding / normals
Subdivide
Splits faces into smaller polygons
Node
What it does
UV Transform
Offset, scale, and rotate UV coordinates
UV Auto Fit
Automatically fits UVs to bounds
Node
What it does
Color
Assigns or blends vertex colors
Available from New Variable in the context menu (also under New Node → Math where applicable):
Node
What it does
Boolean
True/false value
Integer
Whole number
Float
Decimal number
Vector2 / Vector3 / Vector4
Multi-component values for positions, scales, etc.
Math
Arithmetic on wired inputs
Use variables to drive multiple nodes from one slider or to pass values through the graph without long wire runs (Passable Variables in v2.1).
Node
What it does
Input
Entry point for nested graphs / exposed inputs
Output
Final mesh result — use Build Mesh here to bake
Programmers can add nodes under New Node → Custom using MN_CustomNodeAttribute. A sample template ships at:
Assets/MeshNodes/Extensions/Editor/
Suggested starter pipelines
Goal
Chain
Block
Primitive → Scale → Output
Smooth blob
Primitive (Sphere) → Subdivide → Noise → Smooth → Output
Furniture part
Primitive → Translate → Merge (× branches) → Output
Tiled fence
Primitive → Array → Output
More UI detail: Editor guide