Possible to define a mesh in script but have it show up in the editor pre-play?

I tend to define all my meshes in script, because they’re all based on camera aspect ratio, which I’d prefer to keep flexible, etc. It’s a 2D game, doesn’t really play nice with positioning tools built for 3D. Anywho, what I would like to do is define them such that the Unity editor actually recognizes that they’re meshes and shows them appropriately. It would make aligning my volumes and pathing way, way easier, amongst other things.

Currently, I grab the MeshFilter component within Start() and fill it out accordingly - where (if anywhere) would I need to fill out the MeshComponent to have the results show up in Unity without me having to hit the play button?

Reset(), I think:

How does Reset() help here? (Just curious…)

My (limited) understanding is that this called whenever a Component is added to a scene, or whenever ‘Reset’ is chosen from the Inspector. It can be used to populate values. I’ve only seen it used for scalars, or to grab the Main Camera, but I’m guessing you can do more with it, such as generate a mesh when a component is added to a scene. But I may have totally missed the point of his question.