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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-probuilder
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.
Operating Mode (v1.9 three-tier):
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.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.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_shapeprobuilder_edit_face does not exist -> use the specific face skills such as probuilder_extrude_faces, probuilder_delete_faces, probuilder_merge_facesprobuilder_set_material and probuilder_set_face_material are different -> whole object vs selected facesToMesh() + Refresh()) are already handled by the skills. Do not invent a manual rebuild stepRouting:
gameobject_creatematerialmaterial and light, but keep geometry creation hereMost edit/query skills accept one of:
nameinstanceIdpathPrefer instanceId when multiple scene objects share the same name.
| 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.
| 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? |
| 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 |
| Skill | Use | Key parameters |
|-------|-----|----------------|
| probuilder_get_info | Get face/vertex/material stats | target |
| probuilder_center_pivot | Center or reposition pivot | target, worldX/Y/Z? |
probuilder_create_batch.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
)
ProBuilderMesh.probuilder_get_info before face edits and probuilder_get_vertices before vertex edits.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.
Guide users through a structured workflow for co-authoring documentation. Use when user wants to write documentation, proposals, technical specs, decision docs, or similar structured content. This workflow helps users efficiently transfer context, refine content through iteration, and verify the doc works for readers. Trigger when user mentions writing docs, creating proposals, drafting specs, or similar documentation tasks.
Automatically creates user-facing changelogs from git commits by analyzing commit history, categorizing changes, and transforming technical commits into clear, customer-friendly release notes. Turns hours of manual changelog writing into minutes of automated generation.
Use when implementing any feature or bugfix, before writing implementation code
Use when you have a spec or requirements for a multi-step task, before touching code
Use when creating new skills, editing existing skills, or verifying skills work before deployment
Use when writing or improving README files. Not all READMEs are the same — provides templates and guidance matched to your audience and project type.
| Remove signs of AI-generated writing from text. Use when editing or reviewing text to make it sound more natural and human-written. Based on Wikipedia's inflated symbolism, promotional language, superficial -ing analyses, vague attributions, em dash overuse, rule of three, AI vocabulary words, negative parallelisms, and excessive conjunctive phrases.
Official Opentrons Protocol API for OT-2 and Flex robots. Use when writing protocols specifically for Opentrons hardware with full access to Protocol API v2 features. Best for production Opentrons protocols, official API compatibility. For multi-vendor automation or broader equipment control use pylabrobot.
Take besty0728/unity-probuilder from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.