Agent skill

Unity Camera

by Besty0728 in Besty0728/Unity-Skills

Control Unity Scene View and Game cameras. An agent skill from Besty0728/Unity-Skills.

MITAuto-check passedGame Development

Install Unity Camera

skills CLI
$ npx skills add Besty0728/Unity-Skills --skill unity-camera -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-camera --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/camera' .claude/skills/unity-camera && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-camera
GitHub stars
1.8k
Token cost
~3k tokens
SKILL.md length
1,411 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Control Unity Scene View and Game cameras. An agent skill from Besty0728/Unity-Skills.

  • Game Development work in your project
  • SKILL.md covers Triggers, Operating Mode, Guardrails and Skills, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Camera is an agent skill from Besty0728/Unity-Skills. Control Unity Scene View and Game cameras

Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/unity-camera”

What it can do on your machine

Read from SKILL.md and the folder at commit ec8aa7c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Camera loads about 3k tokens when it runs. Until then it costs about 14 tokens; SKILL.md has 1,411 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~14
When it runs · the whole SKILL.md, loaded when a task matches
~3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Besty0728/Unity-Skills at commit ec8aa7c, republished under its MIT licence (© Besty0728). 1,411 words, ~3,018 tokens.

Download SKILL.mdSave it as .claude/skills/unity-camera/SKILL.md (or your agent's skills folder).
name
unity-camera
description
Control Unity Scene View and Game cameras

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 the Scene View camera by pivot (the framed world point, not the eye position), rotation and size. Parameters:

  • posX, posY, posZ (float): Pivot — the world point framed, not the eye position.
  • rotX, rotY, rotZ (float): Rotation (Euler).
  • size (float, optional): Scene View size (zoom) (default 5).
  • instant (bool, optional): true: applied immediately and read back; false: animated (default true).

Returns: { success, message, pivot, rotation, size, orthographic }, plus cameraPosition (the eye position) when instant=true, or animating: true when instant=false.

camera_look_at

Focus Scene View camera on a world-space point. Applied immediately. Parameters:

  • x, y, z (float): Target point.
  • Does not support targetName or GameObject lookup. For object focus, use camera_align_view_to_object.

Returns: { success, pivot, rotation, size }.

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.

Show full SKILL.md (567 more words)Show less
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, layers } — layers lists the layer names the resulting mask includes.

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.

© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in SkillsForUnity/unity-skills~/skills/camera of Besty0728/Unity-Skills.

Open the folder on GitHubat commit ec8aa7c

Compare with similar skills

Unity Camera next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unity Camera compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Camera this skillBesty0728/Unity-Skills1.8k—~3kAutomated safety check: PassMIT
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Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Unity Camera

What does Unity Camera do?

Control Unity Scene View and Game cameras. An agent skill from Besty0728/Unity-Skills. Unity Camera is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Camera?

Unity Camera fits situations like: game Development work in your project.

How do I install Unity Camera in Claude Code?

Run `npx skills add Besty0728/Unity-Skills --skill unity-camera -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/camera in Besty0728/Unity-Skills) into .claude/skills/unity-camera in your project. Claude Code loads it when a task matches its description.

How do I install Unity Camera in Codex?

Run `npx skills add Besty0728/Unity-Skills --skill unity-camera -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/camera in Besty0728/Unity-Skills) into .agents/skills/unity-camera in your project. Codex loads it when a task matches its description.

Can I use Unity Camera in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Besty0728/Unity-Skills --skill unity-camera -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-camera, .gemini/skills/unity-camera, .github/skills/unity-camera and .opencode/skills/unity-camera in your project.

What does Unity Camera need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Camera is instructions for the agent only.

Does Unity Camera access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Camera safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Camera use?

Unity Camera is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Camera use?

About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unity Camera?

Skills that share tags, products or a category with Unity Camera: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Camera?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,815 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 7, 2026.

Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.