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)
- Enter play mode:
unity command editor_play.
- Wait for the app:
unity command app_await_ready --timeoutSeconds 120 --timeout 130.
- 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.
- Wait for saves and rendered frames:
unity command await_idle.
- Capture to a file:
unity command screenshot --output <path>. Inspect the PNG; the active editor panel is in the right column.
- 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).