See the Studio viewport
screenshotCapture the Studio viewport as an image to verify that a build or GUI actually looks correct, not just that its parts exist.
Instructions
Takes a picture of the Studio viewport and returns it as an image you can actually look at.
Every other tool here reads the data model — names, properties, numbers — which answers 'is it there' but never 'does it look right'. A part can be at the correct position, anchored, correctly sized, and still be buried inside a wall, facing backwards, or hidden behind a GUI. Take a screenshot after building something visual, and before reporting that it worked.
It captures the viewport as the user currently sees it, so it shows their camera angle, not a framing of your choosing. Frame the subject with viewport op="focus" first — that is what makes this tool worth calling.
Works during a playtest too — address it at the playtest's studioId and you get the player's own view, which is the only way to check what a GUI actually looks like in front of the game. That one is taken on the client and read back through the editor session, so it is a little slower and needs the editor window still connected; the caption says playtest client when it came from there.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | Zoom to this instance at full resolution: a GUI element, a part, a model, or a folder of parts. Edit session only; it must be on screen. | |
| rect | No | Zoom to "x, y, width, height" in viewport pixels. Read them off an earlier screenshot using the scale its caption states. | |
| width | No | Largest width of the image, in pixels; height follows the aspect ratio. Never scales up. To read small text, zoom with `path` or `rect` rather than raising this. | |
| player | No | Playtest only: whose screen to capture. Required when the test has several players. | |
| studioId | No | Target Studio; omit for the active one. |