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---
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name: screenshot-isolated
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description: Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.
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---
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# Screenshot / Isolated GameObject
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Renders a screenshot of a target GameObject with configurable isolation, background, camera angle, and lighting. When isolated=true (default), only the target object is visible via layer-based culling and inactive children of the target are temporarily activated for the render (their OnEnable callbacks may fire — restored in finally, but side effects like audio/network/animation events are not undoable). When isolated=false, the existing scene state is rendered as-is without activating inactive objects. Supports custom multi-light setups via JSON. Returns a base64-encoded PNG.
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## Camera views
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`Front` (-Z), `Back` (+Z), `Left` (-X), `Right` (+X), `Top` (+Y), `Bottom` (-Y). `Composite` produces a single 2x2 image (Front, Right, Back, Top) where each sub-view uses the requested `resolution`, so the final image is `resolution*2 x resolution*2`.
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## Background modes
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- `SolidColor` — flat color from `backgroundColor` (hex string).
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- `Skybox` — current scene skybox.
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- `Transparent` — alpha-zero (ARGB32 PNG; useful for compositing).
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## Lights
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`lights` is an optional JSON array of `IsolatedLightConfig` objects (type, color, intensity, rotation, position, range, spotAngle, innerSpotAngle, shadows, shadowStrength, bounceIntensity, colorTemperature, cookieSize, cullingMask, renderMode). When `null`, a default 1.0-intensity white directional light at rotation `(50, -30, 0)` is used. Empty array `[]` explicitly disables extra lights.
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## Side-effect caveat
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Isolation temporarily activates inactive child GameObjects so their renderers participate in the cull. Activation state is restored in `finally`, but OnEnable-triggered side effects (audio, networking, animation events) are not rewindable. Set `isolated=false` if your scene contains scripts that must not fire OnEnable during the capture.
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## How to Call
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```bash
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unity-mcp-cli run-tool screenshot-isolated --input '{
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"gameObjectRef": "string_value",
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"includeChildren": "string_value",
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"isolated": "string_value",
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"backgroundMode": "string_value",
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"backgroundColor": "string_value",
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"cameraView": "string_value",
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"fieldOfView": "string_value",
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"nearClipPlane": "string_value",
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"farClipPlane": "string_value",
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"padding": "string_value",
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"lights": "string_value",
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"resolution": "string_value"
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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 screenshot-isolated --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 screenshot-isolated --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 target GameObject (by instanceId, path, or name). |
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| `includeChildren` | `any` | No | Include child GameObjects in the render. Default: true. |
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| `isolated` | `any` | No | When true, renders only the target object using layer-based culling. When false, renders the full scene from the computed camera position. Default: true. |
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| `backgroundMode` | `any` | No | Background mode. Default: SolidColor. |
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| `backgroundColor` | `string` | No | Hex background color (e.g. '#404040'). Only used when backgroundMode is SolidColor. |
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| `cameraView` | `any` | No | Camera angle relative to the target object's bounding box. Default: Front. |
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| `fieldOfView` | `any` | No | Camera vertical field of view in degrees. Default: 60. |
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| `nearClipPlane` | `any` | No | Camera near clip plane distance. Default: 0.01. |
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| `farClipPlane` | `any` | No | Camera far clip plane distance. Default: 1000. |
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| `padding` | `any` | No | Framing multiplier around the object. 1.0 = tight fit, 1.5 = 50% extra space. Default: 1.2. |
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| `lights` | `string` | No | JSON array of light configurations. Each object defines type, color, intensity, rotation, position, range, spotAngle, shadows, etc. When null, a default white directional light at rotation (50,-30,0) is used. Example: [{"type":"Directional","color":"#FFF4E5","intensity":1.2,"rotation":[45,-45,0]}] |
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| `resolution` | `any` | No | Output image resolution in pixels (width = height). Default: 512. |
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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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"includeChildren": {
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"$ref": "#/$defs/System.Boolean"
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},
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"isolated": {
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"$ref": "#/$defs/System.Boolean"
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},
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"backgroundMode": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-BackgroundMode"
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},
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"backgroundColor": {
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"type": "string"
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},
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"cameraView": {
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"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-CameraView"
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},
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"fieldOfView": {
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"$ref": "#/$defs/System.Single"
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},
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"nearClipPlane": {
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"$ref": "#/$defs/System.Single"
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},
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"farClipPlane": {
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"$ref": "#/$defs/System.Single"
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},
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"padding": {
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"$ref": "#/$defs/System.Single"
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},
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"lights": {
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"type": "string"
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},
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"resolution": {
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"$ref": "#/$defs/System.Int32"
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}
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},
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"$defs": {
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"System.Type": {
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"type": "string"
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},
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"AIGD.GameObjectRef": {
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"type": "object",
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"properties": {
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"instanceID": {
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"type": "integer",
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"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
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},
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"path": {
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"type": "string",
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"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
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},
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"name": {
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"type": "string",
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"description": "Name of a GameObject in hierarchy. Priority: 3."
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},
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"assetType": {
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"$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.Boolean": {
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"type": "boolean"
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},
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-BackgroundMode": {
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"type": "string",
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"enum": [
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"SolidColor",
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"Skybox",
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"Transparent"
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]
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},
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"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-CameraView": {
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"type": "string",
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"enum": [
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"Front",
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"Back",
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"Left",
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"Right",
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"Top",
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"Bottom",
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"Composite"
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]
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},
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"System.Single": {
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"type": "number"
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},
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"System.Int32": {
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"type": "integer"
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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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This tool does not return structured output.
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