AI ProBuilder
Procedural mesh modeling — create shapes, extrude / bevel / bridge faces, set face materials, and merge meshes.
At a glance
What the agent can do with it
Adds no MCP tools: it contributes an RQL module with the probuilder source, the probuilder.facing, probuilder.edges, probuilder.openEdges, probuilder.vertices functions and adapters for ProBuilderMesh. That powers 4 capabilities the agent reaches through rql-query / rql-mutate. How RQL works →
- Create ProBuilder shapes
Create editable shapes (cube, cylinder …) and extruded polygon shapes, or merge several meshes into one.
probuilder | call CreateShape("Cube", "Crate", "(2, 1, 2)", "(0, 0.5, 0)") - Inspect meshes
Read face, vertex and edge counts, bounds and materials, list faces with their direction, and pick faces by direction (up, down, left …).
probuilder | get meshes | where gameObject.name == "Crate" | select faceCount vertexCount edgeCount bounds materials - Edit meshes
Extrude faces; bevel, bridge, connect and subdivide edges; delete faces, flip normals and move the pivot. Every edit is validated and undoable.
probuilder | get meshes | where gameObject.name == "Crate" | call Extrude(probuilder.facing($, "Up"), 0.5) - Face materials
Assign a material to chosen faces of a ProBuilder mesh.
probuilder | get meshes | where gameObject.name == "Crate" | call SetFaceMaterial(probuilder.facing($, "Up"), "Assets/Materials/Grass.mat")
Install
Requires the base plugin com.ivanmurzak.unity.mcp. After installing, the RQL module loads with the package — the agent sees it in rql-schema.
openupm add com.ivanmurzak.unity.mcp.probuilderWhen to ask the AI for it
Ask for blockout / greybox geometry and in-editor mesh editing without leaving Unity.
Example prompts
Copy-pasteable first requests. Start with one, verify it in the editor, then build up.
Create a ProBuilder cube 4×3×4 at the origin and name it `Room`.Extrude the top face of `Room` up by 2 units, then assign the `Concrete` material to it.