Hi all, I'm fairly new to Godot and plan to jump ship from Unity (for numerous of reasons).

I see that Godot has a few ways to generate meshes procedurally, but how does one generate a mesh from a list of vertices and triangles that are already defined?

For example, have a look at how trivial this is in Unity for a basic cube: http://ilkinulas.github.io/development/unity/2016/04/30/cube-mesh-in-unity3d.html

It seems extremely convoluted and inefficient to use something like ArrayMesh or SurfaceTool if I already have the vertices and triangles.

So I guess I'm asking how to generate and edit a Mesh directly without jumping though a million hoops? I understand this might be a design choice due to something about the engine that I'm unaware of, but if this is possible, I would appreciate knowing how to do so.

Thanks!

10 months later