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Unity Probuilder Agent Skill

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。

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-probuilder

What comes with it

5 534 bytes besides the instruction
MODELING_REFERENCE.md

The instruction itself

12 sections, as written by the author

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

  • 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_info before face edits and probuilder_get_vertices before 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.

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How to use it

Copy the folder

Take besty0728/unity-probuilder from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.