Release 1.1.2 — the default path works end to end

Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
Donchitos
2026-09-29 21:32:19 +10:00
co-authored by Claude Opus 5.5
parent 7ed2c3e9c4
commit b21fa0f7f2
383 changed files with 22888 additions and 10618 deletions
+72 -19
View File
@@ -47,7 +47,7 @@ engine has a native way.
|---|---|---|---|---|---|
| Godot 4 | `godot --path . --windowed --resolution 1280x720 <scene>.tscn` | `--write-movie <path>.png --quit-after <N>` | beside the given path, `<name>00000000.png` … | `--headless` | **none** |
| Unity 6 | built player `.exe -screen-width 1280 -screen-height 720 -screen-fullscreen 0 --scene <Name>` | `ScreenCapture.CaptureScreenshot(<abs path>)` from a bootstrap script | the absolute path you pass | `-batchmode`, `-nographics` | one MonoBehaviour |
| Unreal 5 | `MSYS_NO_PATHCONV=1 UnrealEditor.exe <Game>.uproject <MapURL> -game -windowed -ResX=1280 -ResY=720` | `HighResShot filename=<path>` console command | `Saved/Screenshots/Windows/` | `-nullrhi`, `-unattended` alone | one actor or `-ExecCmds` |
| Unreal 5 | `MSYS_NO_PATHCONV=1 "<UE root>/Engine/Binaries/Win64/UnrealEditor.exe" "$(pwd -W 2>/dev/null || pwd)/<Game>.uproject" <MapURL> -game -windowed -ResX=1280 -ResY=720` | `HighResShot 1280x720 filename=<abs path>` console command | the path you pass (else `Saved/Screenshots/WindowsEditor/`) | `-nullrhi`, `-unattended` alone | one actor or `-ExecCmds` |
### Godot 4 — zero scaffold
@@ -77,41 +77,93 @@ Builds/Win64/Game.exe -screen-width 1280 -screen-height 720 -screen-fullscreen 0
```
`-screen-*` are Unity's own player arguments. `--scene`, `--screenshot` and
`--after` are **yours**: a `ScreenshotOnArg` MonoBehaviour in the bootstrap
scene parses `System.Environment.GetCommandLineArgs()`, loads `--scene`, waits
`--after` frames, calls `ScreenCapture.CaptureScreenshot(path)`, waits one more
frame, then `Application.Quit()`. Pass an **absolute** path — the relative base
differs between editor and player. `CaptureScreenshot` captures the last frame
*presented*, so it must run after at least one rendered frame.
`--after` are **yours**, read by the script below. The template does not ship
it: the first time a Unity story needs a screenshot, `/dev-story` asks to write
it, verbatim, to `Assets/Scripts/ScreenshotOnArg.cs`. It needs no scene edit — it boots itself, and does nothing unless the player
was launched with `--screenshot`:
`/test-setup` scaffolds this script under the code root. Building the player
first costs 1–3 minutes on a small project; that is the price of looking at
the thing you ship rather than the editor.
```csharp
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
// Run-and-observe capture: Game.exe --scene Shop --screenshot C:/abs/shop.png --after 60
public class ScreenshotOnArg : MonoBehaviour
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Boot()
{
if (Arg("--screenshot") == null) return;
var go = new GameObject(nameof(ScreenshotOnArg));
DontDestroyOnLoad(go);
go.AddComponent<ScreenshotOnArg>();
}
static string Arg(string name)
{
var args = System.Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length - 1; i++)
if (args[i] == name) return args[i + 1];
return null;
}
IEnumerator Start()
{
var scene = Arg("--scene");
if (!string.IsNullOrEmpty(scene)) yield return SceneManager.LoadSceneAsync(scene);
int after = int.TryParse(Arg("--after"), out var n) ? n : 60;
for (int i = 0; i < after; i++) yield return null;
yield return new WaitForEndOfFrame();
ScreenCapture.CaptureScreenshot(Arg("--screenshot"));
for (int i = 0; i < 3; i++) yield return null; // the file is written after the frame
Application.Quit();
}
}
```
Pass an **absolute** path — the relative base differs between editor and
player. `--scene` must be in the build settings. Building the player first
costs 1–3 minutes on a small project; that is the price of looking at the thing
you ship rather than the editor.
### Unreal 5 — one actor, or `-ExecCmds`
```
MSYS_NO_PATHCONV=1 UnrealEditor.exe Game.uproject /Game/Maps/Shop -game -windowed -ResX=1280 -ResY=720
MSYS_NO_PATHCONV=1 timeout 60 "<UE root>/Engine/Binaries/Win64/UnrealEditor.exe" "$(pwd -W 2>/dev/null || pwd)/Game.uproject" /Game/Maps/Shop -game -windowed -ResX=1280 -ResY=720
```
That line is Windows'. On Linux the same arguments go to
`"<UE root>/Engine/Binaries/Linux/UnrealEditor"` (no `MSYS_NO_PATHCONV` needed);
on macOS Epic documents only the `UnrealEditor.app` bundle, so run the map from
the editor or a command you have confirmed (see
`docs/engine-reference/unreal/current-best-practices.md`, "Command Line").
`-game` runs standalone without the editor UI. The map is a **positional URL
immediately after the `.uproject`** — not a console command. **The
`MSYS_NO_PATHCONV=1` prefix is required on Windows:** Claude Code runs commands
in Git Bash, which rewrites any argument beginning with `/` as a Windows path, so
`/Game/Maps/Shop` reaches the engine as `C:/Program Files/Git/Game/Maps/Shop`
and the game stops on a "map not found" dialog nobody can see. Alternatively
pass the map through `-ExecCmds="open /Game/Maps/Shop"`, which is not converted. Capture is the
pass the map through `-ExecCmds="open /Game/Maps/Shop"`, which is not converted.
**The project path must be absolute** — with `MSYS_NO_PATHCONV` set, only
`$(pwd -W 2>/dev/null || pwd)` gives one: a relative `Game.uproject` is not
found, and the launch waits on an error dialog forever (verified on 5.7). There
is no `-unattended` on this line, so every failure is a dialog nobody clicks:
always run it under `timeout`. Capture is the
`HighResShot` console command, fired either from a dev actor (`Execute Console
Command` on BeginPlay after a short delay, then `quit`) or from the launch line:
```
-ExecCmds="HighResShot filename=C:/abs/path/shop.png,Quit"
-ExecCmds="HighResShot 1280x720 filename=C:/abs/path/shop.png"
```
`-ExecCmds` is comma-separated. Output defaults to `Saved/Screenshots/Windows/`.
**Do not `Quit` on the same frame as the request** — the file flushes late and
an immediate quit can leave nothing on disk; a one-second delay before `quit`
is enough. The Blueprint node `Take High Res Screenshot` is editor-only and
The size (or a multiplier such as `2`) comes **before** `filename=`:
`HighResShot filename=…` alone is rejected as bad input and saves nothing.
Without `filename=` the file lands in `Saved/Screenshots/WindowsEditor/`.
**Do not put `Quit` in the same `-ExecCmds` list** — it runs on the same
frame, before the file is written, and leaves nothing on disk. `-ExecCmds` has
no delay, so let `timeout` end the launch (exit 124 is expected) and check the
file exists; a dev actor can instead wait a second, then `quit`. The Blueprint node `Take High Res Screenshot` is editor-only and
does not work in a `-game` launch.
### Any engine — OS capture fallback
@@ -172,7 +224,8 @@ engine on this machine". Absence of a path is not absence of an engine.
---
*Commands and APIs above verified against the official Godot 4.7, Unity 6.3 LTS
and Unreal 5.8 references on 2026-09-14. `docs/engine-reference/<engine>/` is
*Commands above were run on Windows with Godot 4.6.1 (gdUnit4 6.1.3), Unity
6000.3.23f1 and Unreal Engine 5.7; the Unreal Linux and macOS notes come from
Epic's documentation. `docs/engine-reference/<engine>/` is
the project's pinned authority; check it before trusting a version-qualified
claim here.*