Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Blocking out levels
- Building or editing ProBuilder geometry
- Prototyping shapes in-editor
- Build level blockouts, create or edit ProBuilder geometry, and quickly block out shapes within the editor
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_skills
unity_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.