addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Model editable meshes with ProBuilder for blockout
$ npx -y skills add Besty0728/Unity-Skills --skill probuilder --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/probuilderContext preview
The summary Claude sees to decide when to auto-load this skill.
Model editable meshes with ProBuilder for blockout
name: unity-probuilder description: Model editable meshes with ProBuilder for blockout
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
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):
**DO NOT** (common hallucinations):
**Routing**:
Most edit/query skills accept one of:
Prefer `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?` |
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.
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, "sREST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)