Capture a screenshot from a Unity `Camera` and return it as a PNG image for direct LLM inspection. Falls back to `Camera.main` (then any active camera) when `cameraRef` is null. Width and height are capped to keep response size manageable.
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tessl review fix ./Unity-MCP-Plugin/.claude/skills/screenshot-camera/SKILL.mdCaptures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
cameraRef (optional) — reference to a GameObject hosting a Camera. When null, Camera.main is used; if there is no main camera, the first entry of Camera.allCameras is used.width (default 1920) / height (default 1080) — output pixels. Must be > 0 and ≤ MaxDimension.Allocates a temporary RenderTexture, swaps it onto the chosen camera, calls Camera.Render, reads back via Texture2D.ReadPixels, encodes as PNG, and restores the camera's prior targetTexture. Returns a ResponseCallTool.Image with image/png MIME and a descriptive caption.
unity-mcp-cli run-tool screenshot-camera --input '{
"cameraRef": "string_value",
"width": 0,
"height": 0
}'For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool screenshot-camera --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool screenshot-camera --input-file - <<'EOF' {"param": "value"} EOF
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.
| Name | Type | Required | Description |
|---|---|---|---|
cameraRef | any | No | Reference to the camera GameObject. If not specified, uses the Main Camera. |
width | integer | No | Width of the screenshot in pixels. |
height | integer | No | Height of the screenshot in pixels. |
{
"type": "object",
"properties": {
"cameraRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"width": {
"type": "integer"
},
"height": {
"type": "integer"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$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."
}
}
}This tool does not return structured output.
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