Skip to content
cccskills
FreePublished on GitHub

unity-ui-screenshot

Capture real screenshots of DeedPlanner 3 UI panels from the connected Unity Editor via CLI, for UI design/mockup work. Use whenever a task involves designing, documenting, or mocking up DP3 UI — never infer layout from view code alone.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326 stars(GitHub 26 + cccskills 0)
Works withUnity

Run score Not tested

See how to install

Files included (1)

  • SKILL.md2.7 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Unity UI Screenshot — DeedPlanner Capture

View code tells what a panel contains, never how it looks. For any UI design, mockup, or doc work, capture the REAL panel first.

Mockup fidelity rule: mockups do NOT need to match the original UI's look (theme, colors, fonts) faithfully — but they SHOULD match the layout as closely as possible: which sections exist, their order, their relative sizes, what controls each holds. Layout-faithful mockups implement with fewer surprises. Capture first, copy structure, restyle freely.

For turning an approved mockup into real Unity UI, use the unity-ui-build skill.

Prerequisites

  • Editor connected: unity status. If not connected: unity open "E:/Unity/DeedPlanner-3" --args "-automated" as background task (never wait on it), continue other work, check status once later. On SteamOS/Linux use --args "-automated -noaudio"; this Editor version otherwise crashes in the FMOD audio thread on Play-mode entry.

Generic CLI and eval_file rules live in AGENTS.md and unity-cli; do not duplicate them here.

Capture constraint

  • Edit-mode capture of screen-space-overlay UI: camera Render() does not composite overlay canvases. Result: blank grey image. Same for capture_game_view in edit mode (GameView does not repaint unfocused).
  • Guess-clicking coordinates with simulate_pointer — brittle, resolution/origin dependent.

Reliable capture workflow (play mode)

  1. Enter play mode: unity command editor_play.
  2. Wait for the app: unity command app_await_ready --timeoutSeconds 120 --timeout 130.
  3. Set up the target state with project commands: map_load <path> or map_new, then tab_select <name> and camera_set <mode> [level] as needed.
  4. Wait for saves and rendered frames: unity command await_idle.
  5. Capture to a file: unity command screenshot --output <path>. Inspect the PNG; the active editor panel is in the right column.
  6. Cleanup (mandatory): unity command editor_stop, even when setup or capture fails.

Reference layout (verified 2026-08-21)

Right column top-down: tab toggles grid (Ground, Height, Floors, Walls, Roofs, Objects / Labels, Borders, Bridges, Mirror, Tools, Menu) → level chooser (WU/ISO/3D/2D + levels 16..-6) → active tab panel. Floors panel: "Floor Orientation" serif header with compass N/W/E/S buttons, search bar, tree (Floors, Materials, Openings, Staircases, Unfinished).

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Map and editing guide for Assets/Scenes/MainScene.unity (the main editor scene of DeedPlanner 3). Use whenever reading, querying, or modifying the main scene — finding a UI element, tab, panel, camera, or manager in the hierarchy, checking how a view is wired into VContainer DI, or planning scene edits. Contains the full structural map so you don't have to scan the 25k-line YAML.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326Updated Oct 21, 2026

Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326Updated Oct 21, 2026

Edits Unity sprite properties by generating C# editor scripts using ISpriteEditorDataProvider APIs. Handles sprite rectangles, borders, pivots, outlines, and slicing operations (automatic, grid, isometric). Use when working with sprite assets, sprite sheets, texture atlases, or sprite slicing.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326Updated Oct 21, 2026

ui

Free

Unity UI expert for menus, HUDs, screens, panels, buttons, labels, and all visual interface elements. Handles questions about UI in scenes or prefabs (how many elements, what exists, structure analysis), styling changes (colors, borders, backgrounds, fonts, spacing, rounded corners), layout adjustments, and UI generation. Routes to UI Toolkit, uGUI, or IMGUI based on project context.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326Updated Oct 21, 2026

Unity IMGUI (Immediate Mode GUI) expert for legacy editor tools using OnGUI/immediate mode. Generates and modifies IMGUI EditorWindows, custom Inspectors, PropertyDrawers, and scripts with IMGUI code (OnGUI, OnInspectorGUI). Use when maintaining existing IMGUI editor code or when user explicitly requests IMGUI/OnGUI.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326Updated Oct 21, 2026

Unity uGUI (Canvas-based) UI expert. Understands, edits, and generates Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or .prefab UI files.

The English summary is being prepared. Showing the original description.

Warlander/DeedPlanner-326Updated Oct 21, 2026

See all skills by Warlander

Report a problem with this skill