Skill v1.0.3
currentLLM-judged scan95/1001 files
version: "1.0.3" name: unity-camera description: Control Unity Scene View and Game cameras — move/rotate the view, create and configure cameras, set FOV/clip planes/projection. Use when framing the Scene View, creating or adjusting cameras, tweaking FOV or clipping planes, or scripting camera setup, even if the user just says "镜头" or "相机". 控制 Unity Scene View 与游戏相机(移动/旋转视图、创建与配置相机、设置 FOV/裁剪面/投影);当用户要取景 Scene View、创建或调整相机、修改 FOV 或裁剪面时使用。
Camera Skills
Control the Scene View camera and Game Cameras (creation, transform, properties, screenshot, culling, orthographic toggle).
Operating Mode
- Approval (default): mutating skills (
camera_set_transform,camera_create,camera_set_properties,camera_set_culling_mask,camera_screenshot,camera_sceneview_screenshot,camera_set_orthographic,camera_align_view_to_object,camera_look_at) need user grant; grant triggers a single server-side execution that returns the result. - Auto / Bypass: those skills execute directly.
- Query skills (
camera_get_info,camera_get_properties,camera_list) areSkillMode.SemiAuto— they run in all three modes without grant. - This module contains no Delete / PlayMode / Reload / high-risk skills (no NeverInSemi).
Guardrails
DO NOT (common hallucinations):
camera_move/camera_rotatedo not exist → usecamera_set_transform(Scene View) orgameobject_set_transform(Game Camera)camera_set_fovdoes not exist → usecamera_set_propertieswithfieldOfViewparametercamera_*skills control two different cameras:camera_set_transform/camera_look_at/camera_align_view_to_objectcontrol the Scene View camera;camera_create/camera_set_properties/camera_screenshotcontrol Game Camerascamera_deletedoes not exist → usegameobject_deleteon the camera GameObject
Routing:
- For Cinemachine virtual cameras → use
cinemachinemodule - For Game Camera component properties →
camera_set_properties/camera_get_properties(this module) - For screenshots → three options:
scene_screenshot(scene module) = the Game View final composite (all cameras + UI; Play mode = live runtime frame);camera_screenshot(this module) = a single Game Camera off-screen render;camera_sceneview_screenshot(this module) = the editor Scene View (developer viewport, incl. grid/gizmos)
Skills
camera_align_view_to_object
Align Scene View camera to look at an object. Parameters:
name(string, optional): Target GameObject name.instanceId(int, optional): Target GameObject instance ID.path(string, optional): Target GameObject hierarchy path.
camera_get_info
Get Scene View camera position and rotation. Parameters: None.
camera_set_transform
Set Scene View camera position/rotation manually. Parameters:
posX,posY,posZ(float): Position.rotX,rotY,rotZ(float): Rotation (Euler).size(float, optional): Orthographic size or pivot distance (default 5).instant(bool, optional): Move instantly (default true).
camera_look_at
Focus Scene View camera on a world-space point. Parameters:
x,y,z(float): Target point.- Does not support
targetNameor GameObject lookup. For object focus, usecamera_align_view_to_object.
camera_create
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 }
camera_get_properties
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 }
camera_set_properties
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 (e.g. Skybox, SolidColor, Depth, Nothing) | |
| bgR | float? | No | null | Background color red component | |
| bgG | float? | No | null | Background color green component | |
| bgB | float? | No | null | Background color blue component |
Returns: { success, name }
camera_set_culling_mask
Set Game Camera culling mask by layer names (comma-separated).
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| layerNames | string | Yes | - | Comma-separated layer names | |
| 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, cullingMask }
camera_screenshot
Capture a screenshot from a Game Camera to file.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| savePath | string | No | "Assets/screenshot.png" | File path to save the screenshot | |
| width | int | No | 1920 | Screenshot width in pixels | |
| height | int | No | 1080 | Screenshot height in pixels | |
| 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, path, width, height }
camera_sceneview_screenshot
Capture the editor Scene View (the developer's editing viewport — can overlook the whole scene incl. off-camera objects). Distinct from scene_screenshot (Game View / player camera) and camera_screenshot (one Game Camera). By default captures the full Scene View incl. grid/gizmos/selection (on-screen read); auto-falls back to a clean offscreen render if the editor build lacks the internal API. The Scene View window must be open and visible for the overlay capture.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| filename | string | No | "sceneview.png" | Bare filename only (no path separators); saved under Assets/Screenshots/ | |
| includeOverlays | bool | No | true | True = full Scene View with grid/gizmos/selection (falls back to a clean render if unsupported); false = clean offscreen scene render only |
Returns: { success, path, width, height, mode, note } — mode is "screen_with_overlays" or "offscreen_clean".
camera_set_orthographic
Switch Game Camera between orthographic and perspective mode.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
| orthographic | bool | Yes | - | True for orthographic, false for perspective | |
| orthographicSize | float? | No | null | Orthographic size (only applies in orthographic mode) | |
| 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, orthographic, orthographicSize }
camera_list
List all cameras in the scene.
| Parameter | Type | Required | Default | Description |
|---|
Returns: { count, cameras: [{ name, instanceId, path, depth, orthographic, enabled }] }
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.