--- name: probuilder-set-pivot description: Move the pivot (origin) of a `ProBuilderMesh` without shifting the visible geometry. Choose `Center` (mesh bounds), `FirstVertex`, or `Custom` (world-space position). The mesh data is rebaked so the visual position stays fixed. metadata: generated-by: mcp-plugin-dotnet --- # Set the pivot point of a ProBuilder mesh Move the pivot (origin) of a `ProBuilderMesh` without shifting the visible geometry. The mesh data is rebaked so the visual position stays fixed while the GameObject's transform origin moves to the new pivot. ## Inputs - `gameObjectRef` — the GameObject hosting the `ProBuilderMesh` component. - `pivotLocation` — `MeshPivotLocation` enum: `Center` (mesh bounds center), `FirstVertex`, or `Custom`. - `customPosition` — required when `pivotLocation = Custom`. World-space pivot position. ## Examples - Center the pivot: `pivotLocation=Center`. - Set pivot to first vertex: `pivotLocation=FirstVertex`. - Set custom pivot: `pivotLocation=Custom`, `customPosition=(0, 0, 0)`. ## Behavior The mesh is rebuilt (`ToMesh` → `Refresh`), dirty-flagged, and the Editor repaints. The whole call runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool probuilder-set-pivot --input '{ "gameObjectRef": "string_value", "pivotLocation": "string_value", "customPosition": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool probuilder-set-pivot --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool probuilder-set-pivot --input-file - <<'EOF' > {"param": "value"} > EOF > ``` ### Troubleshooting If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions. ## Input | Name | Type | Required | Description | |------|------|----------|-------------| | `gameObjectRef` | `string` | Yes | Reference to the GameObject with a ProBuilderMesh component. RQL: GameObjectRef | | `pivotLocation` | `string` | No | Where to place the pivot. | | `customPosition` | `string` | No | Custom world position for pivot (only used when pivotLocation=Custom). RQL: Vector3 | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "type": "string" }, "pivotLocation": { "type": "string", "enum": [ "Center", "FirstVertex", "Custom" ] }, "customPosition": { "type": "string" } }, "required": [ "gameObjectRef" ] } ``` ## Output This tool does not return structured output.