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/probuilderSKILL.md
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, preferprobuilder_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.
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/probuilder/SKILL.md
Popularity
- 7-day trend score
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