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- Besty0728/Unity-Skills
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- 2026년 8월 16일 06:26
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-probuilder명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use when the user wants to actually operate the Unity Editor from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/ instead. 当用户要从对话里实际操作 Unity 编辑器(创建/修改/批量编辑/运行测试)时使用,任何语言均可触发;纯概念问答无需本协议。
Unified batch and async-job orchestration
Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.
SOC 직업 분류 기준
SKILL.md 표시 중
| 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.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:
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.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
)
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.