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.