222 lines
6.2 KiB
Markdown
222 lines
6.2 KiB
Markdown
---
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name: probuilder-subdivide-edges
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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.
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metadata:
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generated-by: mcp-plugin-dotnet
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---
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# Subdivide edges in a ProBuilder mesh
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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.).
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## Inputs
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- `gameObjectRef` — the GameObject hosting the `ProBuilderMesh` component.
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- `edges` — explicit list of edges to subdivide, each as `[vertexA, vertexB]`. Use 'probuilder-get-mesh-info' to discover valid edges.
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- `faceDirection` — semantic alternative: subdivides all edges of faces pointing this direction (`Up`, `Down`, `Left`, `Right`, `Forward`, `Back`). Exactly one of `edges` / `faceDirection` is required.
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- `subdivisions` — number of subdivisions per edge. `1` splits each edge in half, `2` into thirds, and so on. Default `1`.
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## Examples
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- Subdivide all edges of the top face: `faceDirection="up"`, `subdivisions=2`.
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- Subdivide specific edges: `edges=[[0,1], [2,3]]`, `subdivisions=1`.
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## How to Call
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```bash
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unity-mcp-cli run-tool probuilder-subdivide-edges --input '{
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"gameObjectRef": "string_value",
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"edges": "string_value",
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"faceDirection": "string_value",
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"subdivisions": 0
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}'
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```
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> For complex input (multi-line strings, code), save the JSON to a file and use:
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> ```bash
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> unity-mcp-cli run-tool probuilder-subdivide-edges --input-file args.json
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> ```
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>
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> Or pipe via stdin (recommended):
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> ```bash
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> unity-mcp-cli run-tool probuilder-subdivide-edges --input-file - <<'EOF'
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> {"param": "value"}
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> EOF
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> ```
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### Troubleshooting
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If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead.
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Read the /unity-initial-setup skill for detailed installation instructions.
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## Input
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| Name | Type | Required | Description |
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|------|------|----------|-------------|
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| `gameObjectRef` | `any` | Yes | Reference to the GameObject with a ProBuilderMesh component. |
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| `edges` | `any` | No | Array of edge definitions. Each edge is [vertexA, vertexB]. Use ProBuilder_GetMeshInfo to get vertex indices. |
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| `faceDirection` | `any` | No | Semantic face selection - subdivide all edges of faces facing this direction. |
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| `subdivisions` | `integer` | No | Number of subdivisions per edge. 1 = splits edge in half, 2 = splits into thirds, etc. Default is 1. |
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### Input JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"gameObjectRef": {
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"$ref": "#/$defs/AIGD.GameObjectRef"
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},
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"edges": {
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"$ref": "#/$defs/System.Int32-1-1"
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},
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"faceDirection": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.FaceDirection"
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},
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"subdivisions": {
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"type": "integer"
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}
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},
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"$defs": {
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"UnityEngine.EntityId": {
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"type": "string",
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"pattern": "^[0-9]+$"
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},
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"System.Type": {
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"type": "string"
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},
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"AIGD.GameObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"$ref": "#/$defs/UnityEngine.EntityId",
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"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)"
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},
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"path": {
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"type": "string",
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"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
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},
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"name": {
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"type": "string",
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"description": "Name of a GameObject in hierarchy. Priority: 3."
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},
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"assetType": {
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"$ref": "#/$defs/System.Type",
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"description": "Type of the asset."
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},
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"assetPath": {
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"type": "string",
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"description": "Path to the asset within the project. Starts with 'Assets/'"
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},
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"assetGuid": {
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"type": "string",
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"description": "Unique identifier for the asset."
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}
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},
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"required": [
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"instanceID"
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],
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"description": "Find GameObject in opened Prefab or in the active Scene."
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},
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"System.Int32-1": {
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"type": "array",
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"items": {
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"type": "integer"
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}
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},
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"System.Int32-1-1": {
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"type": "array",
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"items": {
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"$ref": "#/$defs/System.Int32-1"
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}
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},
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"com.IvanMurzak.Unity.MCP.Editor.API.FaceDirection": {
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"type": "string",
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"enum": [
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"Up",
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"Down",
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"Left",
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"Right",
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"Forward",
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"Back"
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]
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}
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},
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"required": [
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"gameObjectRef"
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]
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}
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```
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## Output
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### Output JSON Schema
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```json
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{
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"type": "object",
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"properties": {
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"result": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-SubdivideEdgesResponse"
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}
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},
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"$defs": {
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-SubdivideEdgesResponse": {
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"type": "object",
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"properties": {
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"selectionMethod": {
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"type": "string"
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},
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"edgesSubdivided": {
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"type": "integer"
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},
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"subdivisionsPerEdge": {
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"type": "integer"
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},
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"newEdgesCreated": {
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"type": "integer"
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},
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"vertexCountBefore": {
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"type": "integer"
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},
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"vertexCountAfter": {
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"type": "integer"
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},
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"verticesAdded": {
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"type": "integer"
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},
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"edgeCountBefore": {
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"type": "integer"
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},
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"edgeCountAfter": {
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"type": "integer"
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},
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"edgesAdded": {
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"type": "integer"
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},
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"totalFaceCount": {
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"type": "integer"
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}
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},
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"required": [
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"edgesSubdivided",
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"subdivisionsPerEdge",
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"newEdgesCreated",
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"vertexCountBefore",
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"vertexCountAfter",
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"verticesAdded",
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"edgeCountBefore",
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"edgeCountAfter",
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"edgesAdded",
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"totalFaceCount"
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]
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}
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},
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"required": [
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"result"
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]
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}
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```
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