Using Meshes To Generate Cube Word?

I want to be able to generate a cube world, like minecraft using meshes. This code makes
a cube. If i add this to a gameobject, how can i add another mesh to the mesh without assigning it to a new gameobject?

public Mesh AddMesh(Vector3 position)
{
    Mesh returnMesh = new Mesh();
    returnMesh.name = "Mesh2" + position;
		
		Vector3[] vertices = new Vector3[8] { new Vector3(Mathf.Floor(position.x / size) * size, position.y, Mathf.Floor(position.z / size) * size), 
                                new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y, Mathf.Floor(position.z / size) * size),
                                new Vector3(Mathf.Floor(position.x / size) * size, position.y, (Mathf.Floor(position.z / size) + 1) * size), 
                                new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y, (Mathf.Floor(position.z / size) + 1) * size), 
                                new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y+1, (Mathf.Floor(position.z / size) + 1) * size),
								new Vector3((Mathf.Floor(position.x / size) + 0) * size, position.y+1, (Mathf.Floor(position.z / size) + 1) * size),
								new Vector3((Mathf.Floor(position.x / size) + 0) * size, position.y+1, (Mathf.Floor(position.z-1 / size) + 1) * size),
								new Vector3((Mathf.Floor(position.x / size) + 1) * size, position.y+1, (Mathf.Floor(position.z-1 / size) + 1) * size)
		};
 
    int[] triangles = new int[39] { 0, 2, 1, 1, 2, 3,2,3,4,4,5,2,5,0,2,5,6,0,6,7,0,0,7,1,3,4,1,1,7,4,6,4,7,4,6,5,1,4,3 };
 
   
 
    returnMesh.vertices = vertices;
    returnMesh.triangles = triangles;
    
 
		
   
    returnMesh.RecalculateNormals();
 	
   return returnMesh;
 
}

Basically it wouldn’t be much different than this, except you’ll be combining two meshes. There’s a two ways you could do this. One way would be to use Unity’s built in system, found here. The other option would be to simply take two meshes, and combine their triangles, uvs, and vertices into a third mesh, then return that object. This would get considerably more complicated with the triangles, however, so I might suggest the former.

thank you, but how do i add the second mesh as a child of the first one?