We take a quick look at a tool (early in development) for adding tons of elements to a scene randomly without code.
Sometimes the simplest workflow upgrades come from lightweight tools built directly for production needs.
Multimesh+, developed by
Tibo (also known for the
top-down character illusion technique we covered before), is an early-stage Godot plugin that adds practical editing functionality to MultiMeshInstance3D.
It focuses on one goal: making it easier to place, delete, scale, and paint multimesh instances while also preparing them for grid-based culling. The plugin is still in active development, but it already provides a helpful layer of control for anyone working with large instanced environments.
Multimesh+ introduces an editor-friendly workflow on top of Godot’s MultiMeshInstance3D, enabling you to:
- Add and remove instances directly in the viewport
- Scale instances or restore them to base scale
- Paint and recolor instances
- Divide multimeshes into a grid structure for culling
- Manage per-instance data through custom resources
The system revolves around three key resources:
- MMPlus3D node – the main node you add to your scene
- MMPlusData – stores raw instance information
- MMPlusMesh – defines the mesh and can be reused across nodes
The author notes that the plugin is still in the early stages and may behave unpredictably in some setups.
To use the plugin, add an MMPlus3D node to your scene and populate its data block array with valid MMPlusData resources. Each data block must reference an MMPlusMesh resource containing the mesh and its buffers.
Multimesh+ operates through editing modes that you select from the top toolbar:
Paint Mode
- Left-click: Add an instance
- Left-click + Shift: Remove an instance
Scale Mode
- Left-click: Scale up
- Left-click + Shift: Scale down
- Left-click + Ctrl: Reset to base scale
Color Paint Mode
- Left-click: Apply the selected color
- Randomize toggle: Applies randomized colors per instance
These modes let you iteratively shape your multimesh layout with minimal friction and without manually regenerating buffers.
Multimesh+ could be particularly useful for:
- Quickly populating forests, rocks, props, or environmental detail.
- Editing instanced layouts without external tools.
- Setting up color variation through instance coloring.
- Prototyping large scenes where performance matters.
- Preparing multimeshes for efficient culling via grid subdivision.
While still experimental, the workflow fits well for terrain-heavy games, stylized worlds, and scenes with many repeated elements. Full notes and known issues are available on the official page below.
✨ Multimesh+ is now available on Tibo’s
GitHub.
📘 Check out
The Godot Shaders Bible, a complete guide to
creating and
optimizing shaders for 2D and 3D games, from basic functions and screen-space effects to advanced compute techniques.