Editor Tools

June 19, 2026 · View on GitHub

Editor-only utilities under Help > Fronkon Games/Game:Work/Foundation > Tools. Namespace: FronkonGames.GameWork.Foundation.

These windows and menu actions speed up day-to-day work in the Unity Editor (capturing views, batch exports, and similar tasks). They do not run in builds.

For runtime screenshot capture during Play mode, use the prototype Screenshooter documented in Prototype README.


Screenshooter

Screenshooter is an EditorWindow for capturing the Game View, Scene View, or arbitrary scene cameras to disk or the system clipboard.

OpenHelp > Fronkon Games/Game:Work/Foundation > Tools > Screenshooter
TypeEditorWindow
SourceScreenshooter.cs

Why use it

  • Save marketing or QA screenshots without leaving the Editor.
  • Copy the current Game or Scene View to the clipboard for quick sharing (Windows Editor only).
  • Capture several camera POVs in one vertical strip for layout or lighting comparisons.
  • Scale output with Super Size (1–10) for higher-resolution stills.

Save to file

ActionDescription
Game View PNG / JPGUses ScreenCapture.CaptureScreenshot at the configured path and super size.
Scene View PNG / JPGRenders the active Scene View camera into a texture and writes PNG or JPG.
Open folderCreates the output folder if needed and reveals it in the OS file browser.

Default output folder: Assets/Screenshots. Default file name pattern: Screenshot_<date>_<time>_<index>.

Copy to clipboard

Windows Editor only (UNITY_EDITOR_WIN). Clipboard copy is compiled and enabled only on Windows. It depends on System.Drawing and System.Windows.Forms from Editor/Plugins (System.Drawing.dll, System.Windows.Forms.dll), which are configured for Windows Editor in their plugin importers.

On macOS and Linux Editors, the Copy to Clipboard section is disabled and shows an info box. Use Save to file instead.

ActionDescription
Game View to ClipboardRenders the first active scene Camera and copies a JPG to the clipboard.
Scene View to ClipboardCaptures the active Scene View and copies to the clipboard.
Cameras to ClipboardStacks captures from the camera list vertically and copies the combined image.
Add activeAdds the transform of the first scene Camera to the list.
ClearEmpties the camera list.

A small preview thumbnail appears after a successful clipboard copy (Windows only).

Settings

All settings persist in EditorPrefs while the window is open and when it closes.

SettingDefaultRange / notes
Super Size1110. Multiplies capture width and height.
PathAssets/ScreenshotsFolder panel (...) or text field.
File nameScreenshot_<date>_<time>_<index>Supports tokens (see below).

EditorPrefs keys (under Settings.Editor.EditorPrefs):

  • Screenshoter.Path
  • Screenshoter.FileName
  • Screenshoter.SuperSize

File name tokens

TokenReplaced with
<date>Current date (dd-MM-yyyy)
<time>Current time (HH-mm-ss)
<view>Game or Scene
<index>Auto-increment (0000, 0001, …) until a free filename is found

If <view> is omitted and the capture is from the Scene View, _scene is appended to the base name.

Examples

Screenshot_<date>_<time>_<index>     → Screenshot_19-06-2026_14-30-00_0000.png
<view>_<date>                        → Game_19-06-2026.png (Game View)
hero_cam_<index>                     → hero_cam_0000.jpg

Workflow example

1. Open Screenshooter from the Help menu.
2. Set Path to Assets/Screenshots and Super Size to 2 for 2× resolution.
3. Play the scene and click "Game View PNG file".
4. Click "Open folder" to review captures in the Project or OS browser.

For multiple camera angles in one image (Windows Editor):

1. Add each camera transform to the list (or use "Add active" for the main camera).
2. Click "Cameras to Clipboard" and paste into your image editor or chat.

ItemLocation
Runtime async capture (Ctrl+C, PNG/JPG/TGA)Prototype/Screenshooter.cs
Refresh package version / open repoFoundationMenus.cs (Help > … > Tools > Refresh version, Open repository)
EditorPrefs extensions used by ScreenshooterStringExtensions.cs, IntExtensions.cs
Windows clipboard DLLsEditor/Plugins (System.Drawing.dll, System.Windows.Forms.dll)