/screenshot-isolated
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
$ npx -y skills add IvanMurzak/Unity-MCP --skill screenshot-isolated --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/screenshot-isolated
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
screenshot-isolated.SKILL.mdname: 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
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
{
"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",
"descriptRead more
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
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
{
"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",
"descriptGet up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude
Repo: IvanMurzak/Unity-MCP
Other skills on ivanmurzak-unity-mcp.
- /build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Open skill - /github-pr-review-fix
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Open skill - /assets-copy
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Open skill - /assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
Open skill - /assets-delete
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Open skill - /assets-find-built-in
Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
Open skill

