--- name: probuilder-subdivide-edges description: Insert new vertices on selected edges of a `ProBuilderMesh`, splitting each edge into smaller segments. Supply either `edges` (explicit list) or `faceDirection` (subdivides all edges of faces facing that direction); exactly one is required. metadata: generated-by: mcp-plugin-dotnet --- # Subdivide edges in a ProBuilder mesh Insert new vertices on selected edges of a `ProBuilderMesh`, subdividing each into smaller segments. Useful for adding detail to specific edges for further manipulation (extrude, bevel, etc.). ## Inputs - `gameObjectRef` — the GameObject hosting the `ProBuilderMesh` component. - `edges` — explicit list of edges to subdivide, each as `[vertexA, vertexB]`. Use 'probuilder-get-mesh-info' to discover valid edges. - `faceDirection` — semantic alternative: subdivides all edges of faces pointing this direction (`Up`, `Down`, `Left`, `Right`, `Forward`, `Back`). Exactly one of `edges` / `faceDirection` is required. - `subdivisions` — number of subdivisions per edge. `1` splits each edge in half, `2` into thirds, and so on. Default `1`. ## Examples - Subdivide all edges of the top face: `faceDirection="up"`, `subdivisions=2`. - Subdivide specific edges: `edges=[[0,1], [2,3]]`, `subdivisions=1`. ## How to Call ```bash unity-mcp-cli run-tool probuilder-subdivide-edges --input '{ "gameObjectRef": "string_value", "edges": "string_value", "faceDirection": "string_value", "subdivisions": 0 }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool probuilder-subdivide-edges --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool probuilder-subdivide-edges --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` | `any` | Yes | Reference to the GameObject with a ProBuilderMesh component. | | `edges` | `any` | No | Array of edge definitions. Each edge is [vertexA, vertexB]. Use ProBuilder_GetMeshInfo to get vertex indices. | | `faceDirection` | `any` | No | Semantic face selection - subdivide all edges of faces facing this direction. | | `subdivisions` | `integer` | No | Number of subdivisions per edge. 1 = splits edge in half, 2 = splits into thirds, etc. Default is 1. | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "edges": { "$ref": "#/$defs/System.Int32-1-1" }, "faceDirection": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.FaceDirection" }, "subdivisions": { "type": "integer" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "System.Int32-1": { "type": "array", "items": { "type": "integer" } }, "System.Int32-1-1": { "type": "array", "items": { "$ref": "#/$defs/System.Int32-1" } }, "com.IvanMurzak.Unity.MCP.Editor.API.FaceDirection": { "type": "string", "enum": [ "Up", "Down", "Left", "Right", "Forward", "Back" ] } }, "required": [ "gameObjectRef" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-SubdivideEdgesResponse" } }, "$defs": { "com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-SubdivideEdgesResponse": { "type": "object", "properties": { "selectionMethod": { "type": "string" }, "edgesSubdivided": { "type": "integer" }, "subdivisionsPerEdge": { "type": "integer" }, "newEdgesCreated": { "type": "integer" }, "vertexCountBefore": { "type": "integer" }, "vertexCountAfter": { "type": "integer" }, "verticesAdded": { "type": "integer" }, "edgeCountBefore": { "type": "integer" }, "edgeCountAfter": { "type": "integer" }, "edgesAdded": { "type": "integer" }, "totalFaceCount": { "type": "integer" } }, "required": [ "edgesSubdivided", "subdivisionsPerEdge", "newEdgesCreated", "vertexCountBefore", "vertexCountAfter", "verticesAdded", "edgeCountBefore", "edgeCountAfter", "edgesAdded", "totalFaceCount" ] } }, "required": [ "result" ] } ```