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/probuilder

Model editable meshes with ProBuilder for blockout

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unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill probuilder --agent claude-code

SKILL.md

probuilder.SKILL.md
name: unity-probuilder
description: Model editable meshes with ProBuilder for blockout

Unity ProBuilder Skills

Editable ProBuilder meshes, not ordinary primitive GameObjects; best for blockout, level geometry and procedural mesh refinement. Parameters come from the schema (`GET /skills/schema?category=ProBuilder&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md). Spatial heuristics, furniture and extended examples: [reference/modeling.md](reference/modeling.md).

When to use

  • Blocking out levels, rooms or props
  • Building or editing ProBuilder geometry, or prototyping shapes in the editor

Rules

  • Batch first: use `probuilder_create_batch` when creating 2 or more shapes.
  • Blockout order: major volumes first, then check traversal and scale, then face edits, vertex edits, and finally colours or materials.
  • Target by `entityId` (the only id on Unity 6000.4+), `name`, `instanceId` or `path`. Prefer `entityId` when several objects share a name.
  • Create and modify skills are `FullAuto`: under Approval they need a grant. Queries (`probuilder_get_info`, `probuilder_get_vertices`) run directly.
  • `probuilder_combine_meshes` is a Delete operation: refused under Approval and Auto. `probuilder_delete_faces` is only `Modify` and is grantable.
  • Without `com.unity.probuilder`, every skill returns a package-missing diagnostic instead of running; tell the user.
  • Run `probuilder_get_info` before face edits and `probuilder_get_vertices` before vertex edits.
  • Mesh rebuilds (`ToMesh` and `Refresh`) are handled by the skills; do not add a manual rebuild step.
  • Give a MeshCollider on physics-driven props a convex mesh.

Pitfalls

  • Regular meshes do not become ProBuilder meshes automatically.
  • `probuilder_set_material` assigns one material or quick colour to the whole object; `probuilder_set_face_material` assigns to selected faces.

Routing

  • Ordinary primitives without editable topology → `gameobject_create`.
  • Material assets and shaders → `material` module. Lights → `light` module; keep geometry creation here.

Skills Overview

| Skill | Purpose | |-------|---------| | `probuilder_create_shape` / `probuilder_create_batch` | Parametric shape (`Cube`, `Sphere`, `Cylinder`, `Cone`, `Torus`, `Prism`, `Arch`, `Pipe`, `Stairs`, `Door`, `Plane`), one or many | | `probuilder_extrude_faces` | Extrude selected faces | | `probuilder_delete_faces` | Delete faces by index | | `probuilder_merge_faces` | Merge faces into one | | `probuilder_flip_normals` | Reverse face direction | | `probuilder_detach_faces` | Split faces from shared vertices | | `probuilder_bevel_edges` | Chamfer edges | | `probuilder_extrude_edges` | Extrude edges outward | | `probuilder_bridge_edges` | Bridge two edges with a new face | | `probuilder_subdivide` | Add detail by subdivision | | `probuilder_conform_normals` | Make normals point consistently outward | | `probuilder_move_vertices` | Offset vertices by a delta | | `probuilder_set_vertices` | Set absolute vertex positions | | `probuilder_get_vertices` | Query vertex positions | | `probuilder_weld_vertices` | Merge close vertices | | `probuilder_project_uv` | Box-project UVs | | `probuilder_set_face_material` | Assign a material to selected faces | | `probuilder_set_material` | Assign a whole-object material or quick colour | | `probuilder_combine_meshes` | Merge several meshes (Delete metadata) | | `probuilder_get_info` | Face, vertex and material statistics | | `probuilder_center_pivot` | Centre or reposition the pivot |

**DO NOT** (common hallucinations):

  • `probuilder_create_mesh` does not exist: use `probuilder_create_shape`.
  • `probuilder_edit_face` does not exist: use `probuilder_extrude_faces`, `probuilder_delete_faces`, `probuilder_merge_faces` and the other face skills.
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@besty0728
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Questions about probuilder.

Which coding agents can use probuilder?
probuilder installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.