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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -9% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -39% | 0% |
| case-03 | ✗→✓ | ▲ Improved | -4% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 24% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 118% | 0% |
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.
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.
SolidColor — flat color from backgroundColor (hex string).Skybox — current scene skybox.Transparent — alpha-zero (ARGB32 PNG; useful for compositing).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.
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.
bashunity-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 >
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.
| 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. |
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" ] }
This tool does not return structured output.
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