Kursach_StealthAction/.gemini/skills/probuilder-subdivide-edges/SKILL.md

222 lines
6.2 KiB
Markdown

---
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"
]
}
```