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Model editable meshes with ProBuilder for blockout — create and edit ProBuilder meshes, faces, and vertices for level greyboxing.
Passed 17 of 23 test cases with the skill, and 6 of 23 without it.
and 10 more in the full report
13 fixed6 passed either way6 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
The transformation gizmo for a modified ProBuilder mesh named 'LShapeWall' is offset far from its geometry center. Which skill repositions or recenters the pivot point?
| Checked | Without skill | With skill |
|---|---|---|
| Calls probuilder_center_pivot on the object. | Missed | Passed |
The instructions your model reads when the skill loads.
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.probuilderpackage. Batch-first: For scene blockout or level generation, preferprobuilder_create_batchwhen creating2+shapes.
Operating Mode (v1.9 three-tier):
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.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.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_shapeprobuilder_edit_face does not exist -> use the specific face skills such as probuilder_extrude_faces, probuilder_delete_faces, probuilder_merge_facesprobuilder_set_material and probuilder_set_face_material are different -> whole object vs selected facesToMesh() + Refresh()) are already handled by the skills. Do not invent a manual rebuild stepRouting:
gameobject_creatematerialmaterial and light, but keep geometry creation hereMost edit/query skills accept one of:
nameinstanceIdtest cases passed, vs 6 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.