Kursach_StealthAction/.agent/skills/probuilder-set-face-material/SKILL.md

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---
name: probuilder-set-face-material
description: Assign a material to specific faces of a `ProBuilderMesh`, enabling multi-material meshes (e.g., grass on top, dirt on sides). Supply either `faceIndices` (explicit) or `faceDirection` (semantic); exactly one is required.
metadata:
generated-by: mcp-plugin-dotnet
---
# Set material on ProBuilder faces
Assign a material to specific faces of a `ProBuilderMesh`, enabling multi-material meshes where different faces have different materials (e.g., grass on top, dirt on the sides).
## Inputs
- `gameObjectRef` — the GameObject hosting the `ProBuilderMesh` component.
- `materialPath` — project path to the material asset (e.g., `Assets/Materials/Grass.mat`) or a bare material name. Required.
- `faceIndices` — explicit array of face indices.
- `faceDirection` — semantic alternative (`Up`, `Down`, `Left`, `Right`, `Forward`, `Back`). Exactly one of `faceIndices` / `faceDirection` is required.
## Examples
- Set material on the top face: `faceDirection="up"`.
- Set material on specific faces: `faceIndices=[0, 2, 4]`.
## 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-face-material --input '{
"gameObjectRef": "string_value",
"materialPath": "string_value",
"faceIndices": "string_value",
"faceDirection": "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-face-material --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool probuilder-set-face-material --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. |
| `materialPath` | `string` | Yes | Path to the material asset (e.g., 'Assets/Materials/MyMaterial.mat') or material name. |
| `faceIndices` | `any` | No | Array of face indices to apply the material to. Use this OR faceDirection, not both. Use ProBuilder_GetMeshInfo to get valid face indices. |
| `faceDirection` | `any` | No | Semantic face selection by direction. Use this OR faceIndices, not both. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"materialPath": {
"type": "string"
},
"faceIndices": {
"$ref": "#/$defs/System.Int32-1"
},
"faceDirection": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.FaceDirection"
}
},
"$defs": {
"UnityEngine.EntityId": {
"type": "string",
"pattern": "^[0-9]+$"
},
"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"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.FaceDirection": {
"type": "string",
"enum": [
"Up",
"Down",
"Left",
"Right",
"Forward",
"Back"
]
}
},
"required": [
"gameObjectRef",
"materialPath"
]
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-SetFaceMaterialResponse"
}
},
"$defs": {
"System.Int32-1": {
"type": "array",
"items": {
"type": "integer"
}
},
"System.Collections.Generic.List(com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-MaterialInfo)": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-MaterialInfo"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-MaterialInfo": {
"type": "object",
"properties": {
"index": {
"type": "integer"
},
"name": {
"type": "string"
}
},
"required": [
"index"
]
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-SetFaceMaterialResponse": {
"type": "object",
"properties": {
"materialName": {
"type": "string"
},
"materialIndex": {
"type": "integer"
},
"selectionMethod": {
"type": "string"
},
"facesUpdated": {
"$ref": "#/$defs/System.Int32-1"
},
"meshMaterials": {
"$ref": "#/$defs/System.Collections.Generic.List(com.IvanMurzak.Unity.MCP.Editor.API.Tool_ProBuilder-MaterialInfo)"
}
},
"required": [
"materialIndex"
]
}
},
"required": [
"result"
]
}
```