From b1150b8efdea16bc62a9c7522b12f3c9bf8ca784 Mon Sep 17 00:00:00 2001 From: hatayama Date: Tue, 21 Jul 2026 12:13:03 +0900 Subject: [PATCH] Document the resolved-camera fields in the raycast skill MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit PR #1904 added CameraName/CameraPath to raycast responses so an agent can tell which camera Camera.main resolved to. Without a skill note, agents have no reason to look at these fields when a "No physics hit" result looks wrong — the Round-5 dogfooding case was exactly a stray MainCamera-tagged camera silently winning the resolution. Document the fields in the Output list and point to them as the first check. Generated .claude/ and .agents/ copies regenerated via 'uloop skills install --claude --agents'. --- .agents/skills/uloop-raycast/SKILL.md | 1 + .claude/skills/uloop-raycast/SKILL.md | 1 + Packages/src/Editor/FirstPartyTools/Raycast/Skill/SKILL.md | 1 + 3 files changed, 3 insertions(+) diff --git a/.agents/skills/uloop-raycast/SKILL.md b/.agents/skills/uloop-raycast/SKILL.md index 30edac8991..c334b0327c 100644 --- a/.agents/skills/uloop-raycast/SKILL.md +++ b/.agents/skills/uloop-raycast/SKILL.md @@ -50,6 +50,7 @@ uloop raycast --x 960 --y 540 --layer-mask 1 Returns JSON with: - `Success`: Whether the command completed - `Message`: Status message +- `CameraName` / `CameraPath`: The camera that `Camera.main` resolved to and that the ray was cast from, reported on both hit and no-hit responses. When a `No physics hit` result looks wrong, check these first — another camera in the scene carrying the `MainCamera` tag can silently win the `Camera.main` resolution, so the ray may not come from the viewpoint you expect - `Hit`: Whether physics hit anything - `HitGameObjectName` / `HitGameObjectPath`: Hit object identity when `Hit` is true - `HitLayer` / `HitLayerName`: Hit object layer when `Hit` is true diff --git a/.claude/skills/uloop-raycast/SKILL.md b/.claude/skills/uloop-raycast/SKILL.md index 30edac8991..c334b0327c 100644 --- a/.claude/skills/uloop-raycast/SKILL.md +++ b/.claude/skills/uloop-raycast/SKILL.md @@ -50,6 +50,7 @@ uloop raycast --x 960 --y 540 --layer-mask 1 Returns JSON with: - `Success`: Whether the command completed - `Message`: Status message +- `CameraName` / `CameraPath`: The camera that `Camera.main` resolved to and that the ray was cast from, reported on both hit and no-hit responses. When a `No physics hit` result looks wrong, check these first — another camera in the scene carrying the `MainCamera` tag can silently win the `Camera.main` resolution, so the ray may not come from the viewpoint you expect - `Hit`: Whether physics hit anything - `HitGameObjectName` / `HitGameObjectPath`: Hit object identity when `Hit` is true - `HitLayer` / `HitLayerName`: Hit object layer when `Hit` is true diff --git a/Packages/src/Editor/FirstPartyTools/Raycast/Skill/SKILL.md b/Packages/src/Editor/FirstPartyTools/Raycast/Skill/SKILL.md index 30edac8991..c334b0327c 100644 --- a/Packages/src/Editor/FirstPartyTools/Raycast/Skill/SKILL.md +++ b/Packages/src/Editor/FirstPartyTools/Raycast/Skill/SKILL.md @@ -50,6 +50,7 @@ uloop raycast --x 960 --y 540 --layer-mask 1 Returns JSON with: - `Success`: Whether the command completed - `Message`: Status message +- `CameraName` / `CameraPath`: The camera that `Camera.main` resolved to and that the ray was cast from, reported on both hit and no-hit responses. When a `No physics hit` result looks wrong, check these first — another camera in the scene carrying the `MainCamera` tag can silently win the `Camera.main` resolution, so the ray may not come from the viewpoint you expect - `Hit`: Whether physics hit anything - `HitGameObjectName` / `HitGameObjectPath`: Hit object identity when `Hit` is true - `HitLayer` / `HitLayerName`: Hit object layer when `Hit` is true