--- name: cinemachine-brain-ensure description: Ensure a `CinemachineBrain` exists on a `Camera`. Targets the referenced Camera GameObject, or `Camera.main` when none is given. Returns the brain + camera info. A CinemachineBrain is required for any CinemachineCamera to actually drive the rendering Camera. metadata: generated-by: mcp-plugin-dotnet --- # Cinemachine / Ensure Brain Ensure a `CinemachineBrain` component exists on a `Camera`. A CinemachineBrain is the bridge between Cinemachine virtual cameras and a real Unity `Camera`; without it, `CinemachineCamera` components have no effect on the rendered view. ## Inputs - `cameraRef` — optional GameObject hosting a `Camera`. When omitted, `Camera.main` (a Camera tagged `MainCamera`) is used. ## Behavior Resolves the Camera, adds a `CinemachineBrain` if one is missing (idempotent — an existing brain is reused), marks the scene dirty, repaints the Editor, and returns the brain instanceId plus the camera name. The whole call runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool cinemachine-brain-ensure --input '{ "cameraRef": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool cinemachine-brain-ensure --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool cinemachine-brain-ensure --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 | |------|------|----------|-------------| | `cameraRef` | `any` | No | Optional reference to the GameObject hosting the Camera. If omitted, Camera.main is used. | ### Input JSON Schema ```json { "type": "object", "properties": { "cameraRef": { "$ref": "#/$defs/AIGD.GameObjectRef" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "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." } } } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Cinemachine-BrainEnsureResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$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-BrainEnsureResponse": { "type": "object", "properties": { "cameraRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the Camera GameObject hosting the CinemachineBrain." }, "brainRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the CinemachineBrain component." }, "cameraName": { "type": "string", "description": "Name of the Camera GameObject." }, "created": { "type": "boolean", "description": "True if a new CinemachineBrain was created; false if one already existed." }, "defaultBlendStyle": { "type": "string", "description": "The current default blend style of the brain." }, "defaultBlendTime": { "type": "number", "description": "The current default blend time (seconds) of the brain." } }, "required": [ "created", "defaultBlendTime" ] } }, "required": [ "result" ] } ```