Agent Skills: uloop screenshot

Take a screenshot of Unity Editor windows and save as PNG image. Use when you need to: (1) Screenshot the Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save what the Editor looks like as an image file.

UncategorizedID: hatayama/uLoopMCP/uloop-screenshot

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pnpm dlx add-skill https://github.com/hatayama/uLoopMCP/tree/HEAD/.claude/skills/uloop-screenshot

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.claude/skills/uloop-screenshot/SKILL.md

Skill Metadata

Name
uloop-screenshot
Description
"Capture screenshots of Unity Editor windows as PNG files. Use when you need to: (1) Screenshot Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save editor window appearance as image files."

uloop screenshot

Take a screenshot of any Unity EditorWindow by name and save as PNG.

Usage

uloop screenshot [--window-name <name>] [--resolution-scale <scale>] [--match-mode <mode>] [--capture-mode <mode>] [--annotate-elements] [--elements-only] [--output-directory <path>]

Parameters

| 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 | false | Annotate interactive UI elements with index labels (A, B, C...) on the screenshot. Only works with --capture-mode rendering in PlayMode. | | --elements-only | boolean | false | Return only annotated element JSON without capturing a screenshot image. Requires --annotate-elements and --capture-mode rendering in PlayMode. |

Match Modes

| 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" |

Window Name

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.

Global Options

| Option | Description | |--------|-------------| | --project-path <path> | Target a specific Unity project |

Examples

# Take a screenshot of Game View (default)
uloop screenshot

# Capture game rendering (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

# Get UI element coordinates without capturing an image (fastest)
uloop screenshot --capture-mode rendering --annotate-elements --elements-only

# 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

Output

Returns JSON with:

  • ScreenshotCount: Number of windows captured
  • Screenshots: Array of screenshot info, each containing:
    • ImagePath: Absolute path to the saved PNG file
    • FileSizeBytes: Size of the saved file in bytes
    • Width: Captured image width in pixels
    • Height: Captured image height in pixels
    • CoordinateSystem: "gameView" (image pixel coords that must be converted with ResolutionScale and YOffset before using with simulate-mouse) or "window" (EditorWindow capture)
    • ResolutionScale: Resolution scale used for capture
    • YOffset: Y offset used in sim_y = image_y / ResolutionScale + YOffset when CoordinateSystem is "gameView"
    • AnnotatedElements: Array of annotated UI element metadata. Empty unless --annotate-elements is used. Sorted by z-order (frontmost first). Each item contains:
      • Label: Index label shown on the screenshot (A=frontmost, B=next, ...)
      • Name: Element name
      • Type: Element type (Button, Toggle, Slider, Dropdown, InputField, Scrollbar, Draggable, DropTarget, Selectable)
      • SimX, SimY: Center position in simulate-mouse coordinates (use directly with --x and --y)
      • BoundsMinX, BoundsMinY, BoundsMaxX, BoundsMaxY: Bounding box in simulate-mouse coordinates
      • SortingOrder: Canvas sorting order (higher = in front)
      • SiblingIndex: Transform sibling index under the element's direct parent (not a reliable z-order signal across nested UI hierarchies)

Coordinate Conversion (gameView)

When CoordinateSystem is "gameView", convert image pixel coordinates to simulate-mouse coordinates:

sim_x = image_x / ResolutionScale
sim_y = image_y / ResolutionScale + YOffset

When ResolutionScale is 1.0, this simplifies to sim_x = image_x, sim_y = image_y + YOffset.

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).

Notes

  • Use uloop focus-window first if needed
  • Target window must be open in Unity Editor
  • Window name matching is always case-insensitive