Files
2026-07-05 15:33:41 +08:00

202 lines
7.6 KiB
Markdown

---
name: screenshot-isolated
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.
---
# Screenshot / Isolated GameObject
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.
## Camera views
`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`.
## Background modes
- `SolidColor` — flat color from `backgroundColor` (hex string).
- `Skybox` — current scene skybox.
- `Transparent` — alpha-zero (ARGB32 PNG; useful for compositing).
## Lights
`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.
## Side-effect caveat
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.
## How to Call
```bash
unity-mcp-cli run-tool screenshot-isolated --input '{
"gameObjectRef": "string_value",
"includeChildren": "string_value",
"isolated": "string_value",
"backgroundMode": "string_value",
"backgroundColor": "string_value",
"cameraView": "string_value",
"fieldOfView": "string_value",
"nearClipPlane": "string_value",
"farClipPlane": "string_value",
"padding": "string_value",
"lights": "string_value",
"resolution": "string_value"
}'
```
> For complex input (multi-line strings, code), save the JSON to a file and use:
> ```bash
> unity-mcp-cli run-tool screenshot-isolated --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool screenshot-isolated --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 target GameObject (by instanceId, path, or name). |
| `includeChildren` | `any` | No | Include child GameObjects in the render. Default: true. |
| `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. |
| `backgroundMode` | `any` | No | Background mode. Default: SolidColor. |
| `backgroundColor` | `string` | No | Hex background color (e.g. '#404040'). Only used when backgroundMode is SolidColor. |
| `cameraView` | `any` | No | Camera angle relative to the target object's bounding box. Default: Front. |
| `fieldOfView` | `any` | No | Camera vertical field of view in degrees. Default: 60. |
| `nearClipPlane` | `any` | No | Camera near clip plane distance. Default: 0.01. |
| `farClipPlane` | `any` | No | Camera far clip plane distance. Default: 1000. |
| `padding` | `any` | No | Framing multiplier around the object. 1.0 = tight fit, 1.5 = 50% extra space. Default: 1.2. |
| `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]}] |
| `resolution` | `any` | No | Output image resolution in pixels (width = height). Default: 512. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"gameObjectRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"includeChildren": {
"$ref": "#/$defs/System.Boolean"
},
"isolated": {
"$ref": "#/$defs/System.Boolean"
},
"backgroundMode": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-BackgroundMode"
},
"backgroundColor": {
"type": "string"
},
"cameraView": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-CameraView"
},
"fieldOfView": {
"$ref": "#/$defs/System.Single"
},
"nearClipPlane": {
"$ref": "#/$defs/System.Single"
},
"farClipPlane": {
"$ref": "#/$defs/System.Single"
},
"padding": {
"$ref": "#/$defs/System.Single"
},
"lights": {
"type": "string"
},
"resolution": {
"$ref": "#/$defs/System.Int32"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$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.Boolean": {
"type": "boolean"
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-BackgroundMode": {
"type": "string",
"enum": [
"SolidColor",
"Skybox",
"Transparent"
]
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Screenshot-CameraView": {
"type": "string",
"enum": [
"Front",
"Back",
"Left",
"Right",
"Top",
"Bottom",
"Composite"
]
},
"System.Single": {
"type": "number"
},
"System.Int32": {
"type": "integer"
}
},
"required": [
"gameObjectRef"
]
}
```
## Output
This tool does not return structured output.