batihandev/unity-mcp-skills/probuilder

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Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, or perform procedural mesh operations. Requires com.unity.probuilder package.

Install

npx vskill@latest install batihandev/unity-mcp-skills/probuilder

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.

Security

  • Security scanPassed, 90 of 100Pattern checks on the skill's files.
  • Model reviewPassed

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