--- name: cinemachine-set-noise description: Add or configure a `CinemachineBasicMultiChannelPerlin` (procedural camera shake / handheld noise) on a `CinemachineCamera`. Sets `AmplitudeGain` and `FrequencyGain`. The noise profile asset is optional and left untouched when not supplied. metadata: generated-by: mcp-plugin-dotnet --- # Cinemachine / Set Noise Add or configure a `CinemachineBasicMultiChannelPerlin` noise component on a `CinemachineCamera`. This drives procedural Perlin-noise shake (handheld camera feel). The actual noise shape comes from a `NoiseSettings` profile asset; without one, the amplitude/frequency gains have no visible effect, so this tool is null-safe and does not require a profile. ## Inputs - `gameObjectRef` — the GameObject hosting the `CinemachineCamera` (required). - `amplitudeGain` — optional gain applied to the profile amplitudes (1 = normal). - `frequencyGain` — optional gain applied to the profile frequencies (1 = normal). ## Behavior Reuses an existing `CinemachineBasicMultiChannelPerlin` on the GameObject or adds one, then applies the provided gains. The noise profile asset is never modified here (leave it null-safe). Marks the scene dirty and repaints. Runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool cinemachine-set-noise --input '{ "gameObjectRef": "string_value", "amplitudeGain": "string_value", "frequencyGain": "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-noise --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool cinemachine-set-noise --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. | | `amplitudeGain` | `any` | No | Gain applied to the noise profile amplitudes (1 = normal). | | `frequencyGain` | `any` | No | Gain applied to the noise profile frequencies (1 = normal). | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "amplitudeGain": { "$ref": "#/$defs/System.Single" }, "frequencyGain": { "$ref": "#/$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" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Cinemachine-SetNoiseResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$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-SetNoiseResponse": { "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." }, "amplitudeGain": { "type": "number", "description": "Resulting amplitude gain." }, "frequencyGain": { "type": "number", "description": "Resulting frequency gain." }, "hasNoiseProfile": { "type": "boolean", "description": "Whether a NoiseSettings profile asset is assigned." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "amplitudeGain", "frequencyGain", "hasNoiseProfile", "success" ] } }, "required": [ "result" ] } ```