--- name: screenshot-isolated description: 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. --- # 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 ```bash 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: > ```bash > unity-mcp-cli run-tool screenshot-isolated --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > 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 | Name | Type | Required | Description | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Reference to the target GameObject (by instanceId, path, or name). | | `includeChildren` | `any` | No | Include child GameObjects in the render. Default: true. | | `isolated` | `any` | No | When true, renders only the target object using layer-based culling. When false, renders the full scene from the computed camera position. Default: true. | | `backgroundMode` | `any` | No | Background mode. Default: SolidColor. | | `backgroundColor` | `string` | No | Hex background color (e.g. '#404040'). Only used when backgroundMode is SolidColor. | | `cameraView` | `any` | No | Camera angle relative to the target object's bounding box. Default: Front. | | `fieldOfView` | `any` | No | Camera vertical field of view in degrees. Default: 60. | | `nearClipPlane` | `any` | No | Camera near clip plane distance. Default: 0.01. | | `farClipPlane` | `any` | No | Camera far clip plane distance. Default: 1000. | | `padding` | `any` | No | Framing multiplier around the object. 1.0 = tight fit, 1.5 = 50% extra space. Default: 1.2. | | `lights` | `string` | No | JSON 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]}] | | `resolution` | `any` | No | Output image resolution in pixels (width = height). Default: 512. | ### Input JSON Schema ```json { "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.