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Get Started Free →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。
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-13 | ✗→✓ | ▲ Improved | 19% | 0% |
| case-01 | ✗→✓ | ▲ Improved | 22% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 86% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 93% | 0% |
| case-09 | ✗→✓ | ▲ Improved | -6% | 0% |
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):
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:
nameinstanceIdpathPrefer 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? |
probuilder_create_batch.pythonimport 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 )
ProBuilderMesh.probuilder_get_info before face edits and probuilder_get_vertices before vertex edits.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.
Other measured skills in the registry, with their headline benchmark lift.