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AlexeyPerov/Unity-Open-MCP/skills/extensions/probuilder/SKILL.md

Skill for AI agents driving Unity ProBuilder in a project through the unity-open-mcp MCP server. This domain is embedded in the bridge and opt-in. Its tools compile in only when the project has com.unity.probuilder installed (the bridge sets the UNITYOPENMCPEXTPROBUILDER define automatically). Its tool group is hidden from ListTools until the connected session activates it. - Unity Editor is open with the target project. - unityopenmcpping returns connected: true. - The project has com.unity.probuilder installed. If capabilities reports the probuilder…

Skill15 starsChanged 3 months ago

What's in it

  1. Unity Open MCP — ProBuilder Extension
  2. Preconditions
  3. Tool prefix
  4. Face selection: indices vs direction
  5. Canonical workflow: a shaped building block
  6. Always inspect before mutating
  7. Shape types
  8. Common recipes
  9. A platform with a painted top
  10. Hollow box (delete the top face)
  11. Two-tier ledge
  12. Error codes
  13. Tool reference
# Unity Open MCP — ProBuilder Extension

Skill for AI agents driving Unity ProBuilder in a project through the `unity-open-mcp` MCP server.

> This domain is **embedded** in the bridge and **opt-in**. Its tools compile in
> only when the project has `com.unity.probuilder` installed (the bridge sets
> the `UNITY_OPEN_MCP_EXT_PROBUILDER` define automatically). Its tool group is
> **hidden** from `ListTools` until the connected session activates it.

## Preconditions

- Unity Editor is open with the target project.
- `unity_open_mcp_ping` returns `connected: true`.
- The project has `com.unity.probuilder` installed. If `capabilities` reports
  the `probuilder` group as `available: false`, install the package and let the
  bridge recompile.
- The `probuilder` tool group is activated — call
  `unity_open_mcp_manage_tools(action="activate", group="probuilder")` before
  invoking any `probuilder_*` tool.
  Fresh sessions start with two default-on groups (`core` and `gate-and-verify`); activate the other groups you need on demand.
- The Unity project has `com.unity.probuilder` available.

## Tool prefix

All tools in this pack use `unity_open_mcp_probuilder_*`. Mutating tools target a scene GameObject — every mutator runs the full gate path with `paths_hint` scoped to the host's scene path; the read-only tool (`probuilder_get_mesh_info`) is gate-free.

## Face selection: indices vs direction

Every face-targeting tool (`extrude`, `delete_faces`, `set_face_material`) accepts **either**:

- `face_indices: [0, 2, 4]` — explicit indices. Pass them if you have called `get_mesh_info` and know exactly which faces you want.
- `face_direction: "Up"` — semantic selection by face normal. One of `Up` / `Down` / `Left` / `Right` / `Forward` / `Back`.

Passing **both** returns `conflicting_selection`. Passing **neither** returns `missing_parameter`. Out-of-range indices return `invalid_face_indices` (with the offending values and the valid range). Direction selection uses a ~45° tolerance — faces whose normal is close to the axis are included; faces that match no axis are bucketed under `other` in `get_mesh_info`.

> Prefer `face_direction` for the common cases (extrude the top, delete the bottom, paint the sides). Reach for `face_indices` only when you need surgical precision on a single face.

## Canonical workflow: a shaped building block

1. **Create a shape** — `unity_open_mcp_probuilder_create_shape` with `shape_type: "Cube"` (or `Cylinder`, `Sphere`, `Stair`, …). Capture the returned `instanceId` — it is how you address the mesh in subsequent calls.
2. **Inspect** — `unity_open_mcp_probuilder_get_mesh_info` to confirm face / vertex counts and the face-direction summary (which indices face each axis).
3. **Extrude** — `unity_open_mcp_probuilder_extrude` with `face_direction: "Up"`, `distance: 1.0`. New geometry is created along the face normal.
4. **Paint** — `unity_open_mcp_probuilder_set_face_material` with `face_direction: "Up"`, `material_path: "Assets/Materials/Roof.mat"`. The material is added to the renderer's material array if it is not already present.

### Always inspect before mutating

`get_mesh_info` is cheap (gate-free, read-only). Call it first when you are unsure about:

- whether the target actually has a `ProBuilderMesh` (returns `component_not_found` otherwise),
- which indices map to which direction,
- the current face count (so you do not delete every face — `delete_faces` refuses if you try).

## Shape types

`create_shape` accepts these `ShapeType` values (case-insensitive):

`Cube`, `Sphere`, `Prism`, `Cylinder`, `Plane`, `Pipe`, `Cone`, `Tetrahedron`, `Quad`, `Door`, `Stair`, `Arch`, `Sprite`, `Torus`.

## Common recipes

### A platform with a painted top

1. `probuilder_create_shape` → `Cube`, `name: "Platform"`, `scale: "4,0.5,4"`.
2. `probuilder_set_face_material` → `face_direction: "Up"`, `material_path: "Assets/Materials/Grass.mat"`.

### Hollow box (delete the top face)

1. `probuilder_create_shape` → `Cube`.
2. `probuilder_delete_faces` → `face_direction: "Up"`. **Destructive** — `editor_undo` recovers it if you overshoot.
3. `probuilder_get_mesh_info` confirms `faceCount: 5`.

### Two-tier ledge

1. `probuilder_create_shape` → `Cube`, `scale: "1,1,1"`.
2. `probuilder_extrude` → `face_direction: "Up"`, `distance: 1.0` (raises the top).
3. `probuilder_extrude` → `face_direction: "Up"`, `distance: 0.5` again to add a second tier.

## Error codes

| Code | Meaning |
|---|---|
| `paths_hint_required` | Mutating tool called with no `paths_hint`. |
| `target_not_found` | No GameObject resolved by `instance_id` / `path` / `name`. |
| `parent_not_found` | `create_shape` `parent_path` did not resolve. |
| `component_not_found` | Target has no `ProBuilderMesh` (or no `MeshRenderer` for `set_face_material`). |
| `invalid_shape_type` / `invalid_extrude_method` / `invalid_face_direction` | Unknown enum value. |
| `missing_parameter` | Missing `face_indices` AND `face_direction`, or empty `material_path`. |
| `conflicting_selection` | Both `face_indices` AND `face_direction` passed. |
| `invalid_face_indices` | Index out of range (response includes the valid range). |
| `no_faces_in_direction` | No faces match the requested `face_direction`. |
| `cannot_delete_all_faces` | `delete_faces` would remove every face — refused. |
| `material_not_found` | No Material at `material_path` (as asset path or by name search). |
| `extrude_failed` / `delete_failed` / `creation_failed` | ProBuilder API threw. |

## Tool reference

| Tool | Mutating | Destructive | Lifecycle | Notes |
|---|---|---|---|---|
| `probuilder_create_shape` | yes | no | editor_settle | Creates a new ProBuilderMesh GameObject. |
| `probuilder_get_mesh_info` | no | no | none | Face / vertex / edge counts + direction summary. |
| `probuilder_extrude` | yes | no | editor_settle | Extrudes faces by index or direction. |
| `probuilder_delete_faces` | yes | **yes** | editor_settle | Deletes faces (refuses to delete all). |
| `probuilder_set_face_material` | yes | no | editor_settle | Assigns a Material to faces. |

Address every target by `instance_id` > `path` > `name` (same model as `gameobject_*` / `component_*`). Every mutating tool requires a non-empty `paths_hint` scoped to the host's scene path — the gate has no whole-project fallback.

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