addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Control Unity Scene View and Game cameras
$ npx -y skills add Besty0728/Unity-Skills --skill camera --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/cameraContext preview
The summary Claude sees to decide when to auto-load this skill.
Control Unity Scene View and Game cameras
name: unity-camera description: Control Unity Scene View and Game cameras
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Control the Scene View camera and Game Cameras (creation, transform, properties, screenshot, culling, orthographic toggle).
**DO NOT** (common hallucinations):
**Routing**:
Align Scene View camera to look at an object. **Parameters:**
Get **the editor Scene View viewport camera's** position and rotation — the developer's viewport, *not* a Camera component in the scene. It takes no target parameters for exactly that reason. For a Game Camera's state use `camera_get_properties` (or `camera_list` to find one); if you just created a camera with `camera_create` and want to confirm its transform, `camera_get_info` will not show it. **Parameters:** None.
Set Scene View camera position/rotation manually. **Parameters:**
Focus Scene View camera on a world-space point. **Parameters:**
Create a new Game Camera.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | "New Camera" | Name of the new camera GameObject | | x | float | No | 0 | Position X | | y | float | No | 1 | Position Y | | z | float | No | -10 | Position Z | | addAudioListener | bool | No | false | Also attach an `AudioListener` component |
**Returns:** `{ success, name, instanceId }`
Get Game Camera properties (supports name/instanceId/path).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | Name of the camera GameObject | | instanceId | int | No | 0 | Instance ID of the camera GameObject | | path | string | No | null | Hierarchy path of the camera GameObject |
**Returns:** `{ success, name, fieldOfView, nearClipPlane, farClipPlane, orthographic, orthographicSize, depth, cullingMask, clearFlags, backgroundColor, rect }`
Set Game Camera properties (FOV, clip planes, clear flags, background color, depth).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | Name of the camera GameObject | | instanceId | int | No | 0 | Instance ID of the camera GameObject | | path | string | No | null | Hierarchy path of the camera GameObject | | fieldOfView | float? | No | null | Camera field of view | | nearClipPlane | float? | No | null | Near clipping plane distance | | farClipPlane | float? | No | null | Far clipping plane distance | | depth | float? | No | null | Camera rendering depth | | clearFlags | string | No | null | Clear flags: `Skybox`, `Color`, `SolidColor`, `Depth`, `Nothing`. `Color` and `SolidColor` are two names for the same underlying `CameraClearFlags` value, so both are accepted and the response always echoes it back as `Color` — do not read that as the write having been ignored | | bgR | float? | No | null | Background color red component (0-1) | | bgG | float? | No | null | Background color green component (0-1) | | bgB | float? | No | null |
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)