AGENT SKILL

unity-probuilder

ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白模. Requires com.unity.probuilder package; missing-package calls return a diagnostic stub.

License 许可
MIT
最近更新
2026-07-25
Stars
★ 8
Forks
0

01 前言 Front Matter

name
unity-probuilder
metadata
{ "tier": 2, "source": "https://github.com/Besty0728/Unity-Skills", "version": "1.9.2" }
use-when
Load when the task requires: ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Unity Editor must be running with the unity-skills REST server reachable at http://localhost:8090.
platforms
[ "unity-editor", "claude-code" ]
description
ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白模. Requires com.unity.probuilder package; missing-package calls return a diagnostic stub.
do-not-use-when
Do not load when Unity Editor is not running locally. Do not load when unity-skills REST server is unreachable at http://localhost:8090.
task-categories
[ "mesh-editing", "probuilder", "editor-automation" ]

02 资源文件 1

03 SKILL.md 正文

Unity ProBuilder Skills

Use this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.

Requires: com.unity.probuilder package. Batch-first: For scene blockout or level generation, prefer probuilder_create_batch when creating 2+ shapes.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): query skills (e.g. probuilder_get_info, probuilder_get_vertices) run directly. Create/modify skills are FullAuto — call once, get MODE_RESTRICTED, run the grant protocol; a successful /permission/grant executes the skill server-side and returns the result in the same response.
  • Auto / Bypass: SemiAuto and FullAuto run directly.
  • Auto-forbidden in this module: probuilder_combine_meshes (SkillOperation.Modify | Delete, the Delete bit triggers NeverInSemi). It is callable only under Bypass mode or after the user adds it to the Allowlist; the grant flow returns MODE_FORBIDDEN. Note probuilder_delete_faces is Operation = SkillOperation.Modify only and remains grantable under Approval/Auto.
  • When com.unity.probuilder is missing, every skill returns a package-missing diagnostic instead of executing.

DO NOT (common hallucinations):

  • probuilder_create_mesh does not exist -> use probuilder_create_shape
  • probuilder_edit_face does not exist -> use the specific face skills such as probuilder_extrude_faces, probuilder_delete_faces, probuilder_merge_faces
  • probuilder_set_material and probuilder_set_face_material are different -> whole object vs selected faces
  • Regular meshes do not become ProBuilder meshes automatically
  • Mesh rebuild calls (ToMesh() + Refresh()) are already handled by the skills. Do not invent a manual rebuild step

Routing:

  • For ordinary primitive objects without editable topology -> use gameobject_create
  • For material asset creation or shader work -> use material
  • For large blockout generation -> combine this module with material and light, but keep geometry creation here

Object Targeting

Most edit/query skills accept one of:

  • name
  • instanceId
  • path

Prefer instanceId when multiple scene objects share the same name.

Skills

Create and Batch

Skill Use Key parameters
probuilder_create_shape Create a parametric ProBuilder shape shape, name?, x/y/z?, sizeX/Y/Z?, rotX/Y/Z?
probuilder_create_batch Create multiple shapes in one call items, defaultParent?

Supported shape values: Cube, Sphere, Cylinder, Cone, Torus, Prism, Arch, Pipe, Stairs, Door, Plane.

Face and Edge Editing

Skill Use Key parameters
probuilder_extrude_faces Extrude selected faces target, faceIndexes?, distance?, method?
probuilder_delete_faces Delete faces by index target, faceIndexes
probuilder_merge_faces Merge faces into one target, faceIndexes?
probuilder_flip_normals Reverse face direction target, faceIndexes?
probuilder_detach_faces Split faces from shared vertices target, faceIndexes?, deleteSourceFaces?
probuilder_bevel_edges Chamfer edges target, edgeIndexes?, amount?
probuilder_extrude_edges Extrude edges outward target, edgeIndexes, distance?, extrudeAsGroup?
probuilder_bridge_edges Bridge two edges with new face target, edgeA, edgeB, allowNonManifold?

Mesh, Vertex, UV, Material

Skill Use Key parameters
probuilder_subdivide Add detail by subdivision target, faceIndexes?
probuilder_conform_normals Make normals point consistently outward target, faceIndexes?
probuilder_move_vertices Offset vertices by delta target, vertexIndexes, deltaX/Y/Z?
probuilder_set_vertices Set absolute vertex positions target, vertices
probuilder_get_vertices Query vertex positions target, vertexIndexes?, verbose?
probuilder_weld_vertices Merge close vertices target, vertexIndexes, radius?
probuilder_project_uv Box-project UVs target, faceIndexes?, channel?
probuilder_set_face_material Assign material to faces target, faceIndexes?, materialPath?, submeshIndex?
probuilder_set_material Assign whole-object material or quick color target, materialPath?, r/g/b/a?
probuilder_combine_meshes Merge multiple meshes names

Query and Pivot

Skill Use Key parameters
probuilder_get_info Get face/vertex/material stats target
probuilder_center_pivot Center or reposition pivot target, worldX/Y/Z?

Blockout Workflow

  1. Create major volumes with probuilder_create_batch.
  2. Verify traversal and gameplay scale before adding detail.
  3. Refine surfaces with face/edge operations.
  4. Use vertex edits for ramps, slopes, and irregular silhouettes.
  5. Apply quick colors or real materials after layout stabilizes.

Minimal Example

import unity_skills

unity_skills.call_skill("probuilder_create_batch", items=[
    {"shape": "Cube", "name": "Ground", "sizeX": 20, "sizeY": 0.5, "sizeZ": 12, "y": -0.25},
    {"shape": "Cube", "name": "Platform_A", "sizeX": 3, "sizeY": 0.3, "sizeZ": 3, "x": 4, "y": 1.5},
    {"shape": "Cube", "name": "Ramp", "sizeX": 3, "sizeY": 1, "sizeZ": 5, "x": 8, "y": 0.5}
])

unity_skills.call_skill("probuilder_move_vertices",
    name="Ramp",
    vertexIndexes="4,5",
    deltaY=-0.8
)

unity_skills.call_skill("probuilder_set_material",
    name="Platform_A",
    r=0.2, g=0.6, b=1.0
)

Important Notes

  1. ProBuilder objects keep editable topology through ProBuilderMesh.
  2. Use probuilder_get_info before face edits and probuilder_get_vertices before vertex edits.
  3. MeshCollider on physics-driven props must be convex.
  4. Quick color assignment is fine for prototype passes; use material assets for production.
  5. Package missing errors are expected if ProBuilder is not installed.

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file. Load MODELING_REFERENCE.md for scene design heuristics, furniture decomposition, detailed examples, and extended modeling tips.

04 同仓库更多 Skills

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