control_camera
Control cameras: create, configure, list, look at, and align to view
Category: Camera
Parameters
Section titled “Parameters”| Name | Type | Required | Default | Description |
|---|---|---|---|---|
action |
string | yes | Action to perform. One of: create, configure, info, list, look_at, align_to_view, set_main |
|
camera_name |
string | Name of the camera GameObject | ||
projection |
string | Camera projection type. One of: perspective, orthographic |
||
field_of_view |
number | Field of view in degrees (perspective) | ||
orthographic_size |
number | Orthographic size (orthographic) | ||
near_clip |
number | Near clipping plane | ||
far_clip |
number | Far clipping plane | ||
depth |
number | Camera depth (render order) | ||
clear_flags |
string | Clear flags. One of: skybox, solid_color, depth, nothing |
||
background_color |
string | Background color in hex format | ||
culling_mask |
string | Layer names to render (comma-separated) | ||
position |
object | World position | ||
rotation |
object | Euler rotation in degrees | ||
target_name |
string | Target object name for look_at action | ||
viewport_rect |
object | Viewport rectangle (normalized 0-1) |
Example call
Section titled “Example call”The arguments below are the required ones; add the optional ones you need.
{ "name": "control_camera", "arguments": { "action": "create" }}In SuperSave mode
Section titled “In SuperSave mode”When Unity runs with NANORA_MCP_SUPERSAVE=1, call it through the execute meta tool: {"tool": "control_camera", "args": { … }}. See SuperSave mode.
Source
Section titled “Source”Generated from Assets/NanoraUnityMCP/Editor/Tools/CameraTools.cs (version 1.2.1). The client receives the same schema from tools/list.