Skip to content

Create your first mesh

Make a box, change its shape, and save it in a Godot scene. If you have not installed meshy, follow the installation guide.

  1. Create a new 3D scene in Godot.
  2. Open the 3D workspace.
  3. Enable Meshy.

The left palette chooses tools. The toolbar chooses mesh parts. Corner buttons open tool families. Main family buttons restore your last choice. Tab switches meshy editing on or off.

Use Select, Box, and Extrude for the editing actions in these guides. Other palette tools retain your choice without changing geometry.

A footprint is the base rectangle of your box.

  1. Choose Box in the left palette.
  2. Choose Y (XZ) in the meshy toolbar work-plane picker for a horizontal base.
  3. Drag a footprint in the viewport.
  4. Release the mouse button.
  5. With no button held, move the mouse to set the height.
  6. Left-click to finish.

The selected box appears under the root in the Scene tree. Undo removes it. Redo restores the same box. The wireframe is a preview. For drawing planes, grid controls, and canceled drafts, see Create boxes.

Select uses these modes:

Mode What you edit Shortcut
Object The whole mesh 1
Vertex A corner point 2
Edge A line between points 3
Face A flat surface 4
  1. Choose Select.
  2. Choose Face mode.
  3. Click a face to select it.
  4. Use the Move button beside the modes to choose Gizmo movement.
  5. Drag a gizmo handle to move it.

For other controls, see selection and movement. To extend faces, see extrusion.

Escape takes the first applicable action: cancel a gesture, clear components, or return to Select. It keeps meshy editing enabled.

  1. Choose Object mode.
  2. Double-click a material in the Material Browser.
  3. Save the scene normally.

The box shows the chosen material. For texture choices and face assignment, see Apply materials.

Save your scene to keep its geometry and collision shapes for your exported game. New objects need physics settings. See Add physics. Before a LightmapGI bake, disable meshy editing.

Grid, display, lock, movement, work-plane, and Material Browser preferences persist per project. After each plugin load, meshy starts in Object / Select. Tool-family choices, component selections, and drafts reset. Godot restores docks separately.

Browse all guides.