ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白...
Scanned 5/27/2026
Install via CLI
openskills install Besty0728/Unity-Skills---
name: unity-probuilder
description: "ProBuilder editable mesh modeling for blockout and level geometry. Use when users want to create ProBuilder shapes, extrude faces, bevel edges, subdivide meshes, weld/move vertices, paint per-face materials, or run procedural mesh operations. Triggers: ProBuilder, ProBuilderMesh, mesh modeling, blockout, level geometry, shape, face, edge, vertex, extrude, bevel, chamfer, subdivide, weld, merge, bridge, flip normals, conform normals, project UV, 3D 建模, 建模, 拉伸, 挤出, 倒角, 细分, 焊接, 法线, 面, 边, 顶点, 关卡白模. Requires com.unity.probuilder package; missing-package calls return a diagnostic stub."
---
# 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.
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