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Unity Camera

CommunityPopular
Besty0728
unity-camera

Control Unity Scene View and Game cameras

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-camera
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Camera AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Camera in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Camera on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Camera is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Framing the Scene View
  • Creating or adjusting cameras
  • Tweaking FOV or clipping planes
  • 取景 Scene View、创建或调整相机、修改 FOV 或裁剪面

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) are SkillMode.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_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 parameter
  • camera_* 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 Cameras
  • camera_delete does not exist → use gameobject_delete on the camera GameObject

Routing:

  • For Cinemachine virtual cameras → use cinemachine module
  • 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 the editor Scene View viewport camera's position and rotation — the developer's viewport, not a Camera component in the scene. It takes no target parameters for exactly that reason. For a Game Camera's state use camera_get_properties (or camera_list to find one); if you just created a camera with camera_create and want to confirm its transform, camera_get_info will not show it. 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 targetName or GameObject lookup. For object focus, use camera_align_view_to_object.

camera_create

Create a new Game Camera.

ParameterTypeRequiredDefaultDescription
namestringNo"New Camera"Name of the new camera GameObject
xfloatNo0Position X
yfloatNo1Position Y
zfloatNo-10Position Z
addAudioListenerboolNofalseAlso attach an AudioListener component

Returns: { success, name, instanceId }

camera_get_properties

Get Game Camera properties (supports name/instanceId/path).

ParameterTypeRequiredDefaultDescription
namestringNonullName of the camera GameObject
instanceIdintNo0Instance ID of the camera GameObject
pathstringNonullHierarchy 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).

ParameterTypeRequiredDefaultDescription
namestringNonullName of the camera GameObject
instanceIdintNo0Instance ID of the camera GameObject
pathstringNonullHierarchy path of the camera GameObject
fieldOfViewfloat?NonullCamera field of view
nearClipPlanefloat?NonullNear clipping plane distance
farClipPlanefloat?NonullFar clipping plane distance
depthfloat?NonullCamera rendering depth
clearFlagsstringNonullClear flags: Skybox, Color, SolidColor, Depth, Nothing. Color and SolidColor are two names for the same underlying CameraClearFlags value, so both are accepted and the response always echoes it back as Color — do not read that as the write having been ignored
bgRfloat?NonullBackground color red component (0-1)
bgGfloat?NonullBackground color green component (0-1)
bgBfloat?NonullBackground color blue component (0-1)
bgAfloat?NonullBackground color alpha (0-1)

Any bg* channel you omit keeps the camera's current value, so you can set alpha alone.

Returns: { success, name, applied, fieldOfView, nearClipPlane, farClipPlane, orthographic, orthographicSize, depth, cullingMask, clearFlags, backgroundColor, rect } — the response echoes the camera's state after the write, and applied lists which parameters were actually changed, named exactly as you passed them (the background channels appear individually as bgR, bgG, bgB, bgA, not lumped under backgroundColor), so a parameter absent from applied was not supplied. That echo is your verification: a second camera_get_properties call is redundant. An unparseable clearFlags rejects the whole call with SEMANTIC_INVALID + validValues before anything is applied, so the numeric parameters in the same call are never half-written.

camera_set_culling_mask

Set Game Camera culling mask by layer names (comma-separated).

ParameterTypeRequiredDefaultDescription
layerNamesstringYes-Comma-separated layer names
namestringNonullName of the camera GameObject
instanceIdintNo0Instance ID of the camera GameObject
pathstringNonullHierarchy path of the camera GameObject

Returns: { success, cullingMask }

camera_screenshot

Capture a screenshot from a Game Camera to file.

ParameterTypeRequiredDefaultDescription
savePathstringNo"Assets/screenshot.png"File path to save the screenshot
widthintNo1920Screenshot width in pixels
heightintNo1080Screenshot height in pixels
namestringNonullName of the camera GameObject
instanceIdintNo0Instance ID of the camera GameObject
pathstringNonullHierarchy path of the camera GameObject
returnImageboolNofalseAlso return the PNG as base64 in the response (imageBase64), for clients without filesystem access
maxDimensionintNo1280Only used when returnImage=true; downscales the returned image (not the saved file) so its longer edge is ≤ this value. Clamped to 256–4096

Returns: { success, path, width, height }, plus { imageBase64, imageWidth, imageHeight, imageBytes } when returnImage=true. If the base64 payload would exceed 8MB, the skill returns an error asking for a smaller maxDimension — the file at path is still saved.

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.

ParameterTypeRequiredDefaultDescription
filenamestringNo"sceneview.png"Bare filename only (no path separators); saved under Assets/Screenshots/
includeOverlaysboolNotrueTrue = full Scene View with grid/gizmos/selection (falls back to a clean render if unsupported); false = clean offscreen scene render only
returnImageboolNofalseAlso return the PNG as base64 in the response (imageBase64), for clients without filesystem access
maxDimensionintNo1280Only used when returnImage=true; downscales the returned image (not the saved file) so its longer edge is ≤ this value. Clamped to 256–4096

Returns: { success, path, width, height, mode, note }mode is "screen_with_overlays" or "offscreen_clean" — plus { imageBase64, imageWidth, imageHeight, imageBytes } when returnImage=true. If the base64 payload would exceed 8MB, the skill returns an error asking for a smaller maxDimension — the file at path is still saved.

returnImage usage tip: a local agent that can read files (e.g. Claude Code against a local Unity Editor) should generally omit returnImage and just read the PNG at path — it's cheaper on tokens. Use returnImage=true for remote/MCP clients that have no filesystem access to the Unity project.

camera_set_orthographic

Switch Game Camera between orthographic and perspective mode.

ParameterTypeRequiredDefaultDescription
orthographicboolYes-True for orthographic, false for perspective
orthographicSizefloat?NonullOrthographic size (only applies in orthographic mode)
namestringNonullName of the camera GameObject
instanceIdintNo0Instance ID of the camera GameObject
pathstringNonullHierarchy path of the camera GameObject

Returns: { success, orthographic, orthographicSize }

camera_list

List all cameras in the scene.

ParameterTypeRequiredDefaultDescription

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.

Frequently asked questions

What does the Unity Camera AI skill do?

Control Unity Scene View and Game cameras

Why use Unity Camera on TypingMind?

Because you install it once and use it with any model. Unity Camera is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Camera in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/camera. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Camera?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Camera?

As many as you like. As long as a model supports skills, you can use Unity Camera with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Camera AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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