look
Capture a screenshot of the live page plus an object-ID image and on-screen inventory to detect models that are mis-scaled, out of view, or never loaded.
Instructions
Screenshot of the open page, returned in the reply (no file to read), with an ID image saved beside it (one colour per object, the picture's path with -ids before .png), and a list of what is on screen and the named objects no look has seen, with their size and where they are: it catches a model at the wrong scale, out of view or never loaded, which a screenshot alone misses. One mode per field: cameras, target, sheet, zoom, at, opening, viewports, scroll, save and compare, camera; on a software renderer (no GPU) each sheet cell reloads and replays the page at roughly a second per drawn frame. Each look ends with the lines the skill's references/lighting.md explains: the subject and whether it stands out, depth, hues, the Lighting: and Surfaces: setup faults, the largest surface's texture, the canvas size, what shows through a transparent canvas, and the HTML over the canvas with the ones that overlap or are cut off by the screen edge. Use it to see what a viewer sees. A page drawn in passes (post-processing) is pictured as it drew its last frame, so state set since then shows after a step.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| at | No | Up to 8 points [x, y] in the live page's pixels, as the look lists boxes: the objects drawn at each, nearest first, found by the page's own shaders (a part a shader discards is skipped and named), each with its distance from the camera, a line of text per point and no picture; from `camera` when given. What is under a crosshair, why a click misses, which layer covers a product. | |
| game | No | The name the game was opened under with the `open` tool, to act on ("main" by default; a subagent uses its own). | |
| save | No | Keep this look's picture as the baseline of this name (letters, digits, - or _), with its frame and page size. | |
| zoom | No | [left, top, right, bottom] in the live page's pixels, as the plain look lists boxes (a sheet's cells are other pictures), enlarged up to 4× for detail too small to judge: an edge, text, a distant object; from `camera` when given. | |
| sheet | No | Up to 9 moments in one labelled grid, each on a freshly reloaded page set with `state`, played with `steps` (as `interact`) and `frames`: stages, levels or views compared at once instead of a screenshot script. | |
| camera | No | Picture from this position (looking at lookAt) for this look only, or a camera by name: a picture's file name in refs/cameras.json, or a label given to `cameras`. | |
| sample | No | Points [x, y] in the live page's pixels, as the look lists boxes (with zoom, inside its box), whose colour to return (the mean of 5 × 5 pixels). | |
| scroll | No | Scroll stops as shares of the page's scroll range (0 to 1), each pictured on a fresh reload in one labelled grid, with the camera's position and look direction and the objects on screen at each. | |
| target | No | An object in the main scene, pictured alone from the front, right, top and a three-quarter angle, framed to its size, in one picture: a model or procedural shape checked from every side. | |
| cameras | No | Up to 9 cameras, each { position, lookAt, label } or a camera's name (a picture's file name in refs/cameras.json, or a label given here before), pictured at this same moment with no reload in one labelled grid: a scene from several angles in one call. A labelled camera is kept, so later calls name it as `camera`. | |
| compare | No | A saved baseline's name: pictures the game at its frame (reloading to it), says what share of pixels differ and adds a diff picture (differences in red), so an edit's effect needs no diff script. | |
| opening | No | Picture the first 5 s after load in real time, as a viewer meets them (`open` pauses at frame 0): a loading screen or dim intro still up at 2 s is what a viewer sees first. | |
| viewports | No | Picture the page at each size in one labelled grid, each on a fresh reload: phone (390 × 844 at DPR 3), tablet (820 × 1180 at 2), laptop (1440 × 900 at 2), desktop (1920 × 1080 at 1), or [width, height, dpr]. Each cell's line gives the subject's share, the objects on screen and whether the canvas is sized right. |