Skill v1.0.3
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version: "1.0.3" name: unity-probuilder description: Model editable meshes with ProBuilder for blockout — create and edit ProBuilder meshes, faces, and vertices for level greyboxing. Use when blocking out levels, building or editing ProBuilder geometry, or prototyping shapes in-editor, even if the user just says "灰盒" or "白模". 用 ProBuilder 进行可编辑网格建模做 blockout(创建与编辑 ProBuilder 网格、面、顶点,用于关卡灰盒);当用户要搭建关卡灰盒、创建或编辑 ProBuilder 几何体、或在编辑器内快速搭形时使用。
Unity ProBuilder Skills
Use this module for editable ProBuilder meshes, not regular primitive GameObjects. It is best for blockout, level geometry, and procedural mesh refinement.
Requires:com.unity.probuilderpackage.Batch-first: For scene blockout or level generation, preferprobuilder_create_batchwhen creating2+shapes.
Guardrails
Operating Mode (v1.9 three-tier):
- Approval (default): query skills (e.g.
probuilder_get_info,probuilder_get_vertices) run directly. Create/modify skills are FullAuto — call once, getMODE_RESTRICTED, run the grant protocol; a successful/permission/grantexecutes the skill server-side and returns the result in the same response. - Auto / Bypass: SemiAuto and FullAuto run directly.
- Auto-forbidden in this module:
probuilder_combine_meshes(SkillOperation.Modify | Delete, theDeletebit triggers NeverInSemi). It is callable only under Bypass mode or after the user adds it to the Allowlist; the grant flow returnsMODE_FORBIDDEN. Noteprobuilder_delete_facesisOperation = SkillOperation.Modifyonly and remains grantable under Approval/Auto. - When
com.unity.probuilderis missing, every skill returns a package-missing diagnostic instead of executing.
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.
Skills
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? |
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.
Minimal Example
import unity_skillsunity_skills.call_skill("probuilder_create_batch", items=[{"shape": "Cube", "name": "Ground", "sizeX": 20, "sizeY": 0.5, "sizeZ": 12, "y": -0.25},{"shape": "Cube", "name": "Platform_A", "sizeX": 3, "sizeY": 0.3, "sizeZ": 3, "x": 4, "y": 1.5},{"shape": "Cube", "name": "Ramp", "sizeX": 3, "sizeY": 1, "sizeZ": 5, "x": 8, "y": 0.5}])unity_skills.call_skill("probuilder_move_vertices",name="Ramp",vertexIndexes="4,5",deltaY=-0.8)unity_skills.call_skill("probuilder_set_material",name="Platform_A",r=0.2, g=0.6, b=1.0)
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.
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file. Load MODELING_REFERENCE.md for scene design heuristics, furniture decomposition, detailed examples, and extended modeling tips.