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uloop-screenshot
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.
| name | uloop-screenshot |
| description | Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates. |
Take a screenshot of any Unity EditorWindow by name and save as PNG.
uloop screenshot [--window-name <name>] [--resolution-scale <scale>] [--match-mode <mode>] [--capture-mode <mode>] [--annotate-elements <true|false>] [--annotate-raycast-grid <true|false>] [--raycast-layer-mask <layers>] [--elements-only <true|false>] [--output-directory <path>]
| Parameter | Type | Default | Description |
|---|---|---|---|
--window-name | string | Game | Window name to capture. Ignored when --capture-mode rendering. |
--resolution-scale | number | 1.0 | Resolution scale (0.1 to 1.0) |
--match-mode | enum | exact | Window name matching mode: exact, prefix, or contains. Ignored when --capture-mode rendering. |
--capture-mode | enum | window | window=capture EditorWindow including toolbar, rendering=capture game rendering only (PlayMode required, coordinates match simulate-mouse) |
--output-directory | string | "" | Output directory path for saving screenshots. When empty, uses default path (.uloop/outputs/Screenshots/). Accepts absolute paths. |
--annotate-elements | boolean value | false | Annotate interactive UI elements with index labels and interaction hints (A / CLICK, B / DRAG, ...). Pass true or false; bare flags are not accepted. Only works with --capture-mode rendering in PlayMode. |
--annotate-raycast-grid | boolean value | false | Annotate 3D physics raycast candidate points (R1, R2, ...). Pass true or false; bare flags are not accepted. Only works with --capture-mode rendering; uses Camera.main and its culling mask. |
--raycast-layer-mask | string | "" | Comma-separated physics layer names for --annotate-raycast-grid true. Hits are limited to layers also visible to Camera.main.cullingMask. When set, dense raycast samples are clustered by clickable GameObject and returned as Type="PhysicsCollider" entries in AnnotatedElements; multiple colliders on the same GameObject share one entry. Samples blocked by EventSystem GraphicRaycaster UI hits are skipped. |
--elements-only | boolean value | false | Return only annotation JSON without capturing a screenshot image. Pass true or false; bare flags are not accepted. Requires --annotate-elements true or --annotate-raycast-grid true, and --capture-mode rendering in PlayMode. |
| Mode | Description | Example |
|---|---|---|
exact | Window name must match exactly (case-insensitive) | "Project" matches "Project" only |
prefix | Window name must start with the input | "Project" matches "Project" and "Project Settings" |
contains | Window name must contain the input anywhere | "set" matches "Project Settings" |
The window name is the text displayed in the window's title bar (tab). Common names: Game, Scene, Console, Inspector, Project, Hierarchy, Animation, Animator, Profiler. Custom EditorWindow titles are also supported.
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
# Take a screenshot of Game View (default)
uloop screenshot
# Capture game rendering (default scale coordinates match simulate-mouse, PlayMode required)
uloop screenshot --capture-mode rendering
# Annotate interactive UI elements with index labels (for simulate-mouse workflow)
uloop screenshot --capture-mode rendering --annotate-elements true
# Annotate 3D physics raycast candidate points
uloop screenshot --capture-mode rendering --annotate-raycast-grid true
# Inspect hit layers, then rerun with the layer used by game input
uloop screenshot --capture-mode rendering --annotate-raycast-grid true --elements-only true
uloop screenshot --capture-mode rendering --annotate-raycast-grid true --raycast-layer-mask Default --elements-only true
# Annotate clustered 3D collider candidates on selected layers
uloop screenshot --capture-mode rendering --annotate-raycast-grid true --raycast-layer-mask Ground,Clickable
# Get UI element coordinates without capturing an image (fastest)
uloop screenshot --capture-mode rendering --annotate-elements true --elements-only true
# Take a screenshot of Scene View
uloop screenshot --window-name Scene
# Capture all windows starting with "Project" (prefix match)
uloop screenshot --window-name Project --match-mode prefix
# Save screenshot to a specific directory
uloop screenshot --output-directory /tmp/screenshots
# Combine options
uloop screenshot --window-name Scene --resolution-scale 0.5 --output-directory /tmp/screenshots
Returns JSON with:
ScreenshotCount: Number of windows capturedScreenshots: Array of screenshot info, each containing:
ImagePath: Absolute path to the saved PNG file. Empty when --elements-only is used because no image file is written.FileSizeBytes: Size of the saved file in bytesWidth: Captured image width in pixelsHeight: Captured image height in pixelsImageCoordinateSystem: "top-left-game-view" for --capture-mode rendering, or "top-left-window" for window capturesResolutionScale: Resolution scale used for captureImageToInputOffsetY: Y offset added after unscaling image pixels to get mouse-input coordinates (rendering captures only)GameViewWidth / GameViewHeight: Game View size used by mouse input tools (rendering captures only)ScreenshotToInputFormula: Formula for turning image coordinates into mouse-input coordinates (rendering captures only; unavailable for window captures)UnityInputFormula: Formula used internally by mouse input tools to inject Mouse.current.position (rendering captures only; empty for window captures)AnnotatedElements: Array of annotated UI element metadata. Also includes clustered PhysicsCollider entries when --annotate-raycast-grid true --raycast-layer-mask <layers> is used.RaycastGridPoints: Array of coarse 3D raycast candidate metadata. Empty unless --annotate-raycast-grid true is used without --raycast-layer-mask.RaycastLayerSummaries: Dense raycast hit counts by layer when --annotate-raycast-grid true is used without --raycast-layer-mask. Empty when a mask is provided.For AnnotatedElements fields and Game View coordinates, read references/annotated-elements.md before using screenshot coordinates with mouse simulation tools.
When multiple windows match (e.g., multiple Inspector windows or when using contains mode), all matching windows are captured with numbered filenames (e.g., Inspector_1_*.png, Inspector_2_*.png).
uloop focus-window first if needed--annotate-elements true, --annotate-raycast-grid true, and --elements-only true; do not use bare boolean flags.--capture-mode rendering for coordinates that should be passed to simulate-mouse-input, simulate-mouse-ui, or raycast.ScreenshotToInputFormula before passing raw image pixels to mouse tools. AnnotatedElements[].SimX/SimY and RaycastGridPoints[].InputX/InputY are already mouse-input coordinates.--annotate-raycast-grid true without --raycast-layer-mask, inspect RaycastLayerSummaries, then rerun with --raycast-layer-mask <Layer>.--raycast-layer-mask with layer names from find-game-objects or project code when the game input code raycasts only specific layers. Layers hidden by Camera.main.cullingMask are not reported because they are not visible to the screenshot camera.PhysicsCollider entries avoid points where the frontmost EventSystem hit comes from a GraphicRaycaster UI element, including world-space Canvas UI. PhysicsRaycaster and other non-uGUI hits are not treated as UI occlusion. The screenshot overlay draws the reachable sampled-cell outline, while BoundsMinX/Y and BoundsMaxX/Y remain the axis-aligned sampled-cell bbox for JSON consumers. Use SimX/SimY for the actual click point. If every sampled hit in the cluster is covered, that collider is omitted.Use Assets/Scenes/RaycastAnnotationDemoScene.unity as the maintained visual fixture for raycast annotation checks. Enter PlayMode, then run:
uloop screenshot --capture-mode rendering --annotate-raycast-grid true --raycast-layer-mask Default --resolution-scale 1
The scene contains a deterministic 4x4 set of BoxCollider tiles and a center GraphicRaycaster UI blocker. Verify relative behavior rather than fixed pixel coordinates: center tile outlines should shrink around the blocker, outlines should follow reachable sampled cells, and SimX/SimY should stay inside BoundsMinX/Y and BoundsMaxX/Y.
Use Assets/Scenes/RaycastAnnotationPerspectiveDemoScene.unity as the perspective visual fixture. It contains rotated multi-collider placement areas, separated cell groups, a visual foreground blocker, and a center GraphicRaycaster UI blocker. Enter PlayMode, then run the same command above. Verify the outline follows the visible angled placement areas without reverting to a large axis-aligned rectangle.
window captures as mouse-input coordinates because they include Unity Editor chrome.