com um clique
unity-camera
Use when users want to move, rotate, or align the editor camera view.
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
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Use when users want to move, rotate, or align the editor camera view.
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
Baseado na classificação ocupacional SOC
| name | unity-camera |
| description | Use when users want to move, rotate, or align the editor camera view. |
Recipe path rule:
../../recipes/camera/<command>.mdScreenshots:
Unity_Camera_Capture(native MCP) renders a camera in-memory by instance ID for quick inspection.camera_screenshot(this module) writes a PNG to a path underAssets/with custom resolution and looks the camera up by name / path / instanceId.
Control the Scene View camera.
DO NOT (common hallucinations):
camera_move / camera_rotate do not exist → use camera_set_transform (Scene View) or gameobject_set_transform (Game Camera)camera_set_fov does not exist → use camera_set_properties with fieldOfView parametercamera_* skills control two different cameras: camera_set_transform/camera_look_at/camera_align_view_to_object control the Scene View camera; camera_create/camera_set_properties/camera_screenshot control Game Camerascamera_delete does not exist → use gameobject_delete on the camera GameObjectRouting:
cinemachine modulecamera_set_properties / camera_get_properties (this module)scene_screenshot (scene module) uses the Scene View; for in-memory Game Camera inspection use Unity_Camera_Capture; for persisted Game Camera PNGs at custom resolution use camera_screenshot (this module)camera_align_view_to_objectAlign 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_infoGet Scene View camera position and rotation. Parameters: None.
camera_set_transformSet Scene View camera position/rotation manually. Parameters:
posX, posY, posZ (float): Position.rotX, rotY, rotZ (float): Rotation (Euler).size (float, optional): Orthographic size or distance.instant (bool, optional): Move instantly (default true).camera_look_atFocus Scene View camera on a world-space point. Parameters:
x, y, z (float): Target point.targetName or GameObject lookup. For object focus, use camera_align_view_to_object.camera_createCreate 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 |
Returns: { success, name, instanceId }
camera_get_propertiesGet 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_propertiesSet 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_maskSet 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_screenshotCapture a PNG from a Game Camera to a path under Assets/ at a custom resolution. Writes the file and calls AssetDatabase.ImportAsset so it shows up as a project asset. For a quick in-memory capture without disk persistence, use the native Unity_Camera_Capture tool instead.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
| savePath | string | No | "Assets/screenshot.png" | PNG output path under Assets/ |
| width | int | No | 1920 | Render width in pixels |
| height | int | No | 1080 | Render height in pixels |
| name | string | No | null | Game Camera GameObject name |
| instanceId | int | No | 0 | Game Camera GameObject instance ID |
| path | string | No | null | Game Camera hierarchy path |
Returns: { success, path, width, height }
camera_set_orthographicSwitch 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_listList all cameras in the scene.
| Parameter | Type | Required | Default | Description |
|---|
Returns: { count, cameras: [{ name, instanceId, path, depth, orthographic, enabled }] }