--- name: cinemachine-set-aim description: Add or replace the rotation-control (Aim) component of a `CinemachineCamera`, chosen by `AimType` (RotationComposer, HardLookAt, PanTilt, or None). Applies common params (screen X/Y, damping) to RotationComposer where applicable. metadata: generated-by: mcp-plugin-dotnet --- # Cinemachine / Set Aim Add or replace the Aim (rotation-control) component of a `CinemachineCamera`. Any existing Aim component is removed first, then the chosen one is added — so this is destructive to the previous Aim component. ## Inputs - `gameObjectRef` — the GameObject hosting the `CinemachineCamera` (required). - `aimType` — `AimType` enum: `RotationComposer`, `HardLookAt`, `PanTilt`, or `None` (removes the Aim component). - `screenX`, `screenY` — optional normalized on-screen target position for `RotationComposer` (`Composition.ScreenPosition`). Typically in the range -0.5..0.5 (0,0 = center). - `damping` — optional uniform damping value (applies to `RotationComposer.Damping`). ## Behavior Removes every existing `CinemachineRotationComposer`, `CinemachineHardLookAt`, and `CinemachinePanTilt` on the GameObject, then adds the requested one and applies the optional params. Marks the scene dirty and repaints. Runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool cinemachine-set-aim --input '{ "gameObjectRef": "string_value", "aimType": "string_value", "screenX": "string_value", "screenY": "string_value", "damping": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool cinemachine-set-aim --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool cinemachine-set-aim --input-file - <<'EOF' > {"param": "value"} > EOF > ``` ### Troubleshooting If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions. ## Input | Name | Type | Required | Description | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Reference to the GameObject containing the CinemachineCamera component. | | `aimType` | `string` | Yes | Which rotation-control (Aim) component to use. | | `screenX` | `any` | No | Normalized on-screen X target position for RotationComposer (Composition.ScreenPosition.x). | | `screenY` | `any` | No | Normalized on-screen Y target position for RotationComposer (Composition.ScreenPosition.y). | | `damping` | `any` | No | Uniform damping value applied where the component supports damping (RotationComposer). | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "aimType": { "type": "string", "enum": [ "None", "RotationComposer", "HardLookAt", "PanTilt" ] }, "screenX": { "$ref": "#/$defs/System.Single" }, "screenY": { "$ref": "#/$defs/System.Single" }, "damping": { "$ref": "#/$defs/System.Single" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "System.Single": { "type": "number" } }, "required": [ "gameObjectRef", "aimType" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Cinemachine-SetAimResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Cinemachine-SetAimResponse": { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the CinemachineCamera GameObject." }, "cameraRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the CinemachineCamera component." }, "aimType": { "type": "string", "description": "The AimType that was applied." }, "componentName": { "type": "string", "description": "The Cinemachine component type name that was added (or 'None')." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "success" ] } }, "required": [ "result" ] } ```