--- name: unity-probuilder description: Model editable meshes with ProBuilder for blockout --- > **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 - 搭建关卡灰盒、创建或编辑 ProBuilder 几何体、在编辑器内快速搭形 # 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.probuilder` package. > **Batch-first**: For scene blockout or level generation, prefer `probuilder_create_batch` when creating `2+` 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, get `MODE_RESTRICTED`, run the grant protocol; a successful `/permission/grant` executes 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`, the `Delete` bit triggers NeverInSemi). It is callable only under Bypass mode or after the user adds it to the Allowlist; the grant flow returns `MODE_FORBIDDEN`. Note `probuilder_delete_faces` is `Operation = SkillOperation.Modify` only and remains grantable under Approval/Auto. - When `com.unity.probuilder` is missing, every skill returns a package-missing diagnostic instead of executing. **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. ## 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 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. ## Minimal Example ```python 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 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. ## 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.