unity-probuilder

unity-probuilder is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 168 tokens per session (2,032 once invoked), scanned A, original, MIT.

An add-on for Unity ProBuilder, a Unity package for editing 3D meshes directly in the editor. It covers editable shapes and mesh changes such as extrusion, bevels, subdivision, welding, and face materials.

In plain words
What is it for?
It helps build scene blockouts, level geometry, and procedural mesh refinements in Unity.
Why use it?
It provides a defined workflow for creating and modifying blockout and level geometry instead of treating all geometry as fixed primitives.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit It helps build scene blockouts, level geometry, and procedural mesh refinements in Unity.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/probuilder
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dyCuong03/unity-agent-team --skill probuilder
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-probuilder

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/probuilder/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/probuilder)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/probuilder"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/probuilder/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-probuilder

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/probuilder"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/probuilder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 168 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,032 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00168 $0.02032
Opus 5.5 $0.00067 $0.00813
Sonnet 5.5 $0.00034 $0.00406
Haiku 4.5 $0.00017 $0.00203

Measured 11d ago against content hash 58377a6a1575, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-probuilder scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/unity-skills/skills/probuilder/SKILL.md · 142 lines

How it starts

The opening of the file, as written. The whole thing — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity ProBuilder Skills

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.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): query skills (e.g. 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.
  • Auto / Bypass: SemiAuto and FullAuto run directly.
  • Auto-forbidden in this module: 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.
  • When 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_shape
  • probuilder_edit_face does not exist -> use the specific face skills such as probuilder_extrude_faces, probuilder_delete_faces, probuilder_merge_faces
  • probuilder_set_material and probuilder_set_face_material are different -> whole object vs selected faces
  • Regular meshes do not become ProBuilder meshes automatically
  • Mesh rebuild calls (ToMesh() + Refresh()) are already handled by the skills. Do not invent a manual rebuild step

Routing:

  • For ordinary primitive objects without editable topology -> use gameobject_create
  • For material asset creation or shader work -> use material
  • For large blockout generation -> combine this module with material and light, but keep geometry creation here

Read the full file on GitHub · 142 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 142 lines · 168 tokens per session scan A 58377a6a1575

Subscribe to this mod's changes

unity-probuilder is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 168 tokens to every session and 2,032 once invoked, about $0.0007 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.

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