unity-probuilder
Skill7 starsChanged 7 months agoMITView on GitHub
Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, or perform procedural mesh operations. Requires com.unity.probuilder package.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 3 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 14
Use this module for editable ProBuilder meshes, not regular primitive GameObjects.
- Very specific: line 39
Prefer instanceId when multiple scene objects share the same name.
- Very specific: line 133
Create major volumes with probuilder_create_batch.
- Distinctive: line 134
Verify traversal and gameplay scale before adding detail.
- Distinctive: line 136
Use vertex edits for ramps, slopes, and irregular silhouettes.
- Very specific: line 148
Use probuilder_get_info before face edits and probuilder_get_vertices before vertex edits.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity ProBuilder Skills
Requirements
com.unity.probuilder(≥ 6.0). If missing, install viaUnity_PackageManager_ExecuteActionwithoperation=Add,package=com.unity.probuilder,version=6.0.9.
When to Use
Use this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.
Batch-first: For scene blockout or level generation, prefer
probuilder_create_batchwhen creating2+shapes.
Common Mistakes
DO NOT (common hallucinations):
probuilder_create_meshdoes not exist -> useprobuilder_create_shapeprobuilder_edit_facedoes not exist -> use the specific face skills such asprobuilder_extrude_faces,probuilder_delete_faces,probuilder_merge_facesprobuilder_set_materialandprobuilder_set_face_materialare 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
materialandlight, but keep geometry creation here
Object Targeting
Most edit/query skills accept one of:
nameinstanceIdpath
Prefer instanceId when multiple scene objects share the same name.
Quick Reference
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? |
Spatial Reference
Positioning Rules
yis the center of the shape, not its bottom.- Floor top surface at
0withsizeY=0.3meansy = -0.15. - To stack B on A:
B.y = A.y + A.sizeY/2 + B.sizeY/2. - Pillars should usually use
y = height/2.
Human Scale Reference
| Reference | Typical size | Use for |
| Standing person | 1.8m tall | Doors >=2.2m, ceilings >=2.5m |
| Shoulder width | 0.5m | Corridors >=1.5m, doors >=0.9m |
| Single step | 0.18m rise / 0.28m run | Stairs |
| Single room | 4x4m | Interior planning |
| Story height | 3m | Multi-story spaces |
Common Modeling Patterns
| Pattern | Typical setup |
| Floor | sizeY = 0.2-0.5, wide X/Z |
| Wall | thin depth (0.2-0.3), tall Y |
| Pillar | Cylinder, small X/Z, y = height/2 |
| Ramp | Cube + vertex edits |
| Staircase | Stairs, sizeY = total rise, sizeZ = total run |
| Bridge | thin Cube, aligned to connected platforms |
| Room | floor + ceiling + 4 walls |
Furniture Decomposition
Real props should rarely be a single box. Split them into structural parts.
| Furniture | Main parts |
| Desk | tabletop + 4 legs |
| Chair | seat + 4 legs + backrest |
| Shelf | 2 sides + shelves + optional back |
| Bed | mattress + frame + headboard |
Typical furniture sizes: desk 1.2x0.6x0.75m, chair seat 0.45x0.45x0.45m (total 0.85m height), bookshelf 0.8x0.3x1.8m.
Blockout Workflow
- Create major volumes with
probuilder_create_batch. - Verify traversal and gameplay scale before adding detail.
- Refine surfaces with face/edge operations.
- Use vertex edits for ramps, slopes, and irregular silhouettes.
- Apply quick colors or real materials after layout stabilizes.
C# Templates
Recipe path rule: ../../recipes/probuilder/<command>.md
See ../../recipes/probuilder/README.md for the full command index and per-command Unity_RunCommand C# templates.
Important Notes
- ProBuilder objects keep editable topology through
ProBuilderMesh. - Use
probuilder_get_infobefore face edits andprobuilder_get_verticesbefore vertex edits. - MeshCollider on physics-driven props must be convex.
- Quick color assignment is fine for prototype passes; use material assets for production.
- Package missing errors are expected if ProBuilder is not installed.
Does it work?
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