Agent SkillsBesty0728/Unity-Skills › unity-probuilder

unity-probuilder

GitHub

用于Unity ProBuilder的可编辑网格建模,支持关卡灰盒搭建、几何体创建与编辑。提供形状生成、面/顶点操作及批量处理功能,适用于快速原型设计与场景布局。

SkillsForUnity/unity-skills~/skills/probuilder/SKILL.md Besty0728/Unity-Skills

Trigger Scenarios

关卡灰盒搭建 ProBuilder几何体创建 编辑器内快速搭形 用户提及'灰盒'或'白模'

Install

npx skills add Besty0728/Unity-Skills --skill unity-probuilder -g -y
More Options

Non-standard path

npx skills add https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/probuilder -g -y

Use without installing

npx skills use Besty0728/Unity-Skills@unity-probuilder

指定 Agent (Claude Code)

npx skills add Besty0728/Unity-Skills --skill unity-probuilder -a claude-code -g -y

安装 repo 全部 skill

npx skills add Besty0728/Unity-Skills --all -g -y

预览 repo 内 skill

npx skills add Besty0728/Unity-Skills --list

SKILL.md

Frontmatter
{
    "name": "unity-probuilder",
    "description": "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。"
}

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

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.

Version History

  • ec9f870 Current 2026-07-05 14:40

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