unity-probuilder

Create and edit ProBuilder meshes and topology in the Unity Editor.

8|1|Updated Oct 7, 2025
One-click install
npx skills add https://github.com/Zzulin/unity-project01 --skill unity-probuilder-zzulin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-probuilder
Source: https://github.com/Zzulin/unity-project01/tree/main/URP1/Plugins/Unity-Skills-main/SkillsForUnity/unity-skills~/skills/probuilder
Command: npx skills add https://github.com/Zzulin/unity-project01 --skill unity-probuilder-zzulin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

ProBuilder editing in Unity can be repetitive and error-prone when creating parametric shapes, editing faces/edges/vertices, applying UVs and materials, or building large blockouts for levels. This Skill centralizes common ProBuilder workflows into explicit, guarded operations so creators can iterate quickly without manual topology pitfalls or rebuild mistakes.

Core Features & Use Cases

  • Parametric Shape Creation: Create cubes, cylinders, stairs, arches, pipes and other ProBuilder primitives with precise sizes and positions for rapid blockouts.
  • Face / Edge / Vertex Editing: Extrude, delete, merge, detach, bevel, bridge, subdivide, move and weld at face/edge/vertex granularity for modeling and refinement.
  • UV & Material Workflow: Box-project UVs, assign per-face or whole-object materials, and apply quick color materials for prototyping.
  • Batch & Level Design: Create many shapes in one call for fast level composition and combine meshes for optimization.
  • Query & Safety: Inspect vertex/face counts, center pivots, and rely on enforced ToMesh/Refresh and Undo support to avoid inconsistent geometry.

Quick Start

Create a 1.2×0.6×0.05m tabletop centered at y=0.775 with probuilder_create_shape and then add four legs using additional probuilder_create_shape calls and parent them under one GameObject.

Frequently Asked Questions about unity-probuilder

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate ProBuilder mesh modeling in Unity for level design?

ProBuilder mesh modeling in Unity can be automated by centralizing parametric shape creation, face/edge/vertex edits, and UV projection into guarded operations with enforced mesh rebuilds and Undo support for rapid level blockouts.

Can I batch create ProBuilder primitives for Unity level prototyping?

You can batch create ProBuilder primitives like cubes, cylinders, and arches in a single call for rapid Unity level composition, combining generated meshes for optimization during prototyping workflows.

Does this ProBuilder workflow require specific Unity package versions?

This ProBuilder workflow requires the com.unity.probuilder package version 5.x or higher, Unity Editor access, and enforces mesh rebuild operations using ToMesh and Refresh alongside face and vertex index validation.

What is the best way to handle UV mapping and material assignment on ProBuilder meshes?

The best way to handle UV mapping and material assignment on ProBuilder meshes is by using box-projected UVs, applying per-face or whole-object materials, and assigning quick color materials for rapid prototyping.

How do I extrude and subdivide ProBuilder topology without causing inconsistent geometry?

To avoid inconsistent geometry when you extrude, subdivide, or bridge ProBuilder topology, operations enforce strict face and vertex index validation, automatic ToMesh and Refresh calls, and native Undo support.