Screenshot / Camera
screenshot-cameraCapture a PNG image from any Camera3D or Camera2D in the edited scene for direct LLM inspection without disturbing the editor's live view.
Instructions
Capture a screenshot from a specific Camera3D (or Camera2D) in the edited scene and return it as a PNG image for direct LLM inspection. Identify the camera with 'nodeRef' (instanceId preferred, else a scene-tree path). The camera's own world is rendered into a temporary off-screen SubViewport at the requested 'width'x'height', so the editor's live selection/camera is left untouched. Output edges are capped to keep the response transportable. NOTE: rendering needs a real GPU — a Godot launched with '--headless' yields an empty image, surfaced here as a structured error rather than a blank PNG.
Argument types — give these arguments as RQL values (as in rql-mutate): {key: value, …}, [a, b], "text", 1.5, true, ref("Node3D#12") from a query result, godot.find("Name"); leave out keys you do not need: NodeRef — a node: ref("Node3D#12") from a query, godot.find("Name"), an instance id, or its path below the scene root as text ("Level/Player")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| width | No | Output width in pixels. Default 1920. Must be > 0 and within the dimension cap. | |
| height | No | Output height in pixels. Default 1080. Must be > 0 and within the dimension cap. | |
| nodeRef | Yes | Reference to the camera Node (Camera3D or Camera2D) to capture from (instanceId preferred, else scene-tree path). RQL: NodeRef |