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batihandevbatihandev/unity-mcp-skills/skills/probuilder/SKILL.md

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.

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
  1. Distinctive:

    Use this module for editable ProBuilder meshes, not regular primitive GameObjects.

    line 14
  2. Very specific:

    Prefer instanceId when multiple scene objects share the same name.

    line 39
  3. Very specific:

    Create major volumes with probuilder_create_batch.

    line 133
  4. Distinctive:

    Verify traversal and gameplay scale before adding detail.

    line 134
  5. Distinctive:

    Use vertex edits for ramps, slopes, and irregular silhouettes.

    line 136
  6. Very specific:

    Use probuilder_get_info before face edits and probuilder_get_vertices before vertex edits.

    line 148

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity ProBuilder Skills

Requirements

  • com.unity.probuilder (≥ 6.0). If missing, install via Unity_PackageManager_ExecuteAction with operation=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_batch when creating 2+ shapes.

Common Mistakes

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.

Quick Reference

Create and Batch

SkillUseKey parameters
probuilder_create_shapeCreate a parametric ProBuilder shapeshape, name?, x/y/z?, sizeX/Y/Z?, rotX/Y/Z?
probuilder_create_batchCreate multiple shapes in one callitems, defaultParent?

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

Face and Edge Editing

SkillUseKey parameters
probuilder_extrude_facesExtrude selected facestarget, faceIndexes?, distance?, method?
probuilder_delete_facesDelete faces by indextarget, faceIndexes
probuilder_merge_facesMerge faces into onetarget, faceIndexes?
probuilder_flip_normalsReverse face directiontarget, faceIndexes?
probuilder_detach_facesSplit faces from shared verticestarget, faceIndexes?, deleteSourceFaces?
probuilder_bevel_edgesChamfer edgestarget, edgeIndexes?, amount?
probuilder_extrude_edgesExtrude edges outwardtarget, edgeIndexes, distance?, extrudeAsGroup?
probuilder_bridge_edgesBridge two edges with new facetarget, edgeA, edgeB, allowNonManifold?

Mesh, Vertex, UV, Material

SkillUseKey parameters
probuilder_subdivideAdd detail by subdivisiontarget, faceIndexes?
probuilder_conform_normalsMake normals point consistently outwardtarget, faceIndexes?
probuilder_move_verticesOffset vertices by deltatarget, vertexIndexes, deltaX/Y/Z?
probuilder_set_verticesSet absolute vertex positionstarget, vertices
probuilder_get_verticesQuery vertex positionstarget, vertexIndexes?, verbose?
probuilder_weld_verticesMerge close verticestarget, vertexIndexes, radius?
probuilder_project_uvBox-project UVstarget, faceIndexes?, channel?
probuilder_set_face_materialAssign material to facestarget, faceIndexes?, materialPath?, submeshIndex?
probuilder_set_materialAssign whole-object material or quick colortarget, materialPath?, r/g/b/a?
probuilder_combine_meshesMerge multiple meshesnames

Query and Pivot

SkillUseKey parameters
probuilder_get_infoGet face/vertex/material statstarget
probuilder_center_pivotCenter or reposition pivottarget, worldX/Y/Z?

Spatial Reference

Positioning Rules

  • y is the center of the shape, not its bottom.
  • Floor top surface at 0 with sizeY=0.3 means y = -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

ReferenceTypical sizeUse for
Standing person1.8m tallDoors >=2.2m, ceilings >=2.5m
Shoulder width0.5mCorridors >=1.5m, doors >=0.9m
Single step0.18m rise / 0.28m runStairs
Single room4x4mInterior planning
Story height3mMulti-story spaces

Common Modeling Patterns

PatternTypical setup
FloorsizeY = 0.2-0.5, wide X/Z
Wallthin depth (0.2-0.3), tall Y
PillarCylinder, small X/Z, y = height/2
RampCube + vertex edits
StaircaseStairs, sizeY = total rise, sizeZ = total run
Bridgethin Cube, aligned to connected platforms
Roomfloor + ceiling + 4 walls

Furniture Decomposition

Real props should rarely be a single box. Split them into structural parts.

FurnitureMain parts
Desktabletop + 4 legs
Chairseat + 4 legs + backrest
Shelf2 sides + shelves + optional back
Bedmattress + 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

  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.

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

  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.

Download now (ZIP)

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