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screenshot-isolated

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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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

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:

unity-mcp-cli run-tool screenshot-isolated --input-file args.json

Or pipe via stdin (recommended):

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

NameTypeRequiredDescription
gameObjectRefanyYesReference to the target GameObject (by instanceId, path, or name).
includeChildrenanyNoInclude child GameObjects in the render. Default: true.
isolatedanyNoWhen true, renders only the target object using layer-based culling. When false, renders the full scene from the computed camera position. Default: true.
backgroundModeanyNoBackground mode. Default: SolidColor.
backgroundColorstringNoHex background color (e.g. '#404040'). Only used when backgroundMode is SolidColor.
cameraViewanyNoCamera angle relative to the target object's bounding box. Default: Front.
fieldOfViewanyNoCamera vertical field of view in degrees. Default: 60.
nearClipPlaneanyNoCamera near clip plane distance. Default: 0.01.
farClipPlaneanyNoCamera far clip plane distance. Default: 1000.
paddinganyNoFraming multiplier around the object. 1.0 = tight fit, 1.5 = 50% extra space. Default: 1.2.
lightsstringNoJSON 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]}]
resolutionanyNoOutput image resolution in pixels (width = height). Default: 512.

Input JSON Schema

{
  "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.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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