capture

capture is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (793 once invoked), scanned A, original, MIT.

Commands that render a Unity camera, Scene view, or UI Toolkit element as a PNG image. The image can be returned to the agent and optionally saved in the project.

In plain words
What is it for?
Use them to capture game-camera views, the current Scene view, or Unity interface elements for visual checks and saved screenshots.
Why use it?
They let an agent inspect visual output even when it has no direct display of the Unity Editor or running game.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use them to capture game-camera views, the current Scene view, or Unity interface elements for visual checks and saved screenshots.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/alex-rachel/tengine/capture
About the project

TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.

Alex-Rachel/TEngine · 2,379 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/Alex-Rachel/TEngine

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for capture

README.md
[![agentmods](https://agentmods.dev/badge/commands/alex-rachel/tengine/capture/github.svg)](https://agentmods.dev/commands/alex-rachel/tengine/capture)
Your own site
<a href="https://agentmods.dev/commands/alex-rachel/tengine/capture"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/capture/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for capture

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/capture"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/capture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 793 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.00793
Opus 5.5 $0.00000 $0.00317
Sonnet 5.5 $0.00000 $0.00159
Haiku 4.5 $0.00000 $0.00079

Measured 23d ago against content hash 77d480c9e2b0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

capture scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 23d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

  • capture — 100% identical, 0 lines differ
UnityProject/Packages/com.unity.pipeline/Documentation~/commands/capture.md · 53 lines

How it starts

The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Capture commands

Commands that render a camera, the Scene View, or a UI Toolkit element to a PNG and return it base64-encoded so an agent can "see" the editor (or a running player) without a display.

capture_game_view

Render a camera to a PNG and return it base64-encoded.

Parameter Required Default Description
width no 1280 Output width in px (default 1280; capped 4096).
height no 720 Output height in px (default 720; capped 4096).
camera no – Optional camera name; defaults to Camera.main, else the first enabled camera.
save_path no – Optional project-relative path to also write the PNG (e.g. Screenshots/foo.png).

Returns: CaptureResult

capture_scene_view

Render the active Scene View to a PNG (base64).

Parameter Required Default Description
width no 1280 Output width in px (default 1280; capped 4096).
height no 720 Output height in px (default 720; capped 4096).
save_path no – Optional project-relative path to also write the PNG (e.g. Screenshots/foo.png).

Returns: CaptureResult

capture_editor_element

Capture a UI Toolkit VisualElement (by selector) from an EditorWindow to a PNG; returns path + base64.

Parameter Required Default Description
window yes – EditorWindow type name (e.g. InspectorWindow) or window title to capture from.
selector yes – Element selector: '#name', '.class', a type name (e.g. Button), descendant (space) / child ('>') chains, optional pseudo-states (:checked,:hover,:focus,:active,:enabled,:disabled,:not(...)).
output no – Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/.

Returns: CaptureElementResponse Notes: MainThreadRequired = true. Unity 6000.7+ only.

Read the full file on GitHub · 53 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 23d ago First seen · 53 lines · 0 tokens per session scan A 77d480c9e2b0

Subscribe to this mod's changes

capture is a command published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 793 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-23.