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/camera

Control Unity Scene View and Game cameras

From plugin
unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill camera --agent claude-code

SKILL.md

camera.SKILL.md
name: unity-camera
description: Control Unity Scene View and Game cameras

Unity Camera Skills

Control the Scene View camera and Game Cameras: creation, transform, properties, culling mask, orthographic mode and screenshots. Parameters come from the schema (`GET /skills/schema?category=Camera&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md).

When to use

  • Framing the Scene View
  • Creating or adjusting Game Cameras
  • Tweaking FOV, clipping planes or culling
  • Capturing a Game Camera or Scene View screenshot

Rules

  • The skills control two different cameras. `camera_get_info`, `camera_set_transform`, `camera_look_at` and `camera_align_view_to_object` act on the editor Scene View viewport. `camera_create`, `camera_get_properties`, `camera_set_properties`, `camera_set_culling_mask`, `camera_set_orthographic` and `camera_screenshot` act on Game Cameras. `camera_get_info` will not show a camera you just created: use `camera_get_properties` or `camera_list`.
  • `camera_set_transform` positions the pivot (the framed world point), not the eye.
  • `camera_set_properties` echoes the post-write state and `applied`; that is the verification, so do not re-read. An unparseable `clearFlags` rejects the whole call before any write.
  • `camera_screenshot` and `camera_sceneview_screenshot` save to a file. Use `returnImage` only for clients that cannot read the project's files; a local agent should read the PNG at `path`.
  • `camera_sceneview_screenshot` needs the Scene View window open and visible for the overlay capture; it falls back to a clean offscreen render when the internal API is missing (`mode` says which).
  • Cinemachine virtual cameras belong to the [cinemachine](../cinemachine/SKILL.md) module. Timeline camera tracks belong to [timeline](../timeline/SKILL.md). For screenshots of the whole Game View, use `scene_screenshot`.

Pitfalls

  • `camera_move`, `camera_rotate` and `camera_delete` do not exist: use `camera_set_transform` (Scene View), `gameobject_set_transform` (Game Camera) and `gameobject_delete` (Game Camera).
  • `camera_set_fov` does not exist: use `camera_set_properties` with `fieldOfView`.

Skills Overview

| Skill | Purpose | |---|---| | [`camera_get_info`](reference/camera_get_info.md) | Scene View viewport position and rotation | | [`camera_set_transform`](reference/camera_set_transform.md) | Set the Scene View pivot, rotation and size | | [`camera_look_at`](reference/camera_look_at.md) | Focus the Scene View on a world point | | [`camera_align_view_to_object`](reference/camera_align_view_to_object.md) | Align the Scene View to a GameObject | | [`camera_create`](reference/camera_create.md) | Create a Game Camera | | [`camera_list`](reference/camera_list.md) | List cameras in the scene | | [`camera_get_properties`](reference/camera_get_properties.md) | Read Game Camera properties | | [`camera_set_properties`](reference/camera_set_properties.md) | Set FOV, clip planes, clear flags, background, depth | | [`camera_set_culling_mask`](reference/camera_set_culling_mask.md) | Set the culling mask by layer names | | [`camera_set_orthographic`](reference/camera_set_orthographic.md) | Switch a Game Camera between orthographic and perspective | | [`camera_screenshot`](reference/camera_screenshot.md) | Render one Game Camera to a PNG | | [`camera_sceneview_screenshot`](reference/camera_sceneview_screenshot.md) | Capture the editor Scene View to a PNG |

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@besty0728
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Questions about camera.

Which coding agents can use camera?
camera installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.