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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.

中文简介正在准备中。当前显示原文说明。

Warlander/DeedPlanner-3星标 26(GitHub 26 + cccskills 0)
集成工具Unity

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包含的文件(1)

  • SKILL.md2.7 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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).

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中文简介正在准备中。当前显示原文说明。

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中文简介正在准备中。当前显示原文说明。

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