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BuildingSystem

12 tools in this family (folder Editor/Tools/BuildingSystem/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.

ToolEffectDescription
building_apply_default_templatewritesMaterialise a starter BuildingSpec from one of three presets: 'rust_survival' (square
building_compile_multi_floorwritesCompile a multi-storey base spec into a {LibraryId}MultiFloorGrid MonoBehaviour with
building_compile_network_propagationwritesEmit a {NetworkId}NetworkRouter MonoBehaviour with BFS (adjacency-only) or Dijkstra
building_demolish_tool_requirementwritesEmit a DemolishGuard MonoBehaviour that gates demolition on the player's active tool tag
building_export_ghost_preview_shaderwritesEmit a URP unlit transparent ghost-preview shader (Shader/BurilGhostPreview.shader) plus
building_export_grid_layout_dotwritesExport a Graphviz DOT graph (one node per placement, edges = adjacency matching the
building_export_grid_save_delta_formatwritesEmit a delta-serialization spec for grid saves: a .md spec doc plus a {LibraryId}GridSaveDelta.cs
building_generate_codewritesEmit BuildingManager.cs (TryPlace/Demolish/ApplyDamage facade), GridResolver.cs
building_propose_from_promptread-onlyFree-text intent → JSON BuildingSpec via the configured LLM. Buril prompts the active
building_simulate_placement_collisionsread-onlyMonte Carlo simulate <iterations> random placements on a <grid_size>x<grid_size> grid —
building_simulate_resource_flowread-onlyMonte Carlo over a resource flow graph. Inputs: nodes + edges + iterations + noise_pct + seed.
building_validate_specread-onlyValidate a BuildingSpec. Returns { ok, errors[] }. Always run this before