--- name: cinemachine-set-targets description: Set the `Follow` (position) and/or `LookAt` (aim) targets of a `CinemachineCamera`. Pass `clearFollow` / `clearLookAt` to explicitly remove a target instead of setting one. metadata: generated-by: mcp-plugin-dotnet --- # Cinemachine / Set Targets Set the `Follow` and/or `LookAt` targets of a `CinemachineCamera`. The Follow target drives the position-control (Body) component; the LookAt target drives the rotation-control (Aim) component. ## Inputs - `gameObjectRef` — the GameObject hosting the `CinemachineCamera` (required). - `followRef` — optional GameObject to set as the Follow target. - `lookAtRef` — optional GameObject to set as the LookAt target. - `clearFollow` — when `true`, sets Follow to null (ignored if `followRef` is provided). - `clearLookAt` — when `true`, sets LookAt to null (ignored if `lookAtRef` is provided). ## Behavior Only the targets you specify are changed; omitted targets are left untouched unless the matching `clear*` flag is set. Marks the scene dirty and repaints the Editor. The whole call runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool cinemachine-set-targets --input '{ "gameObjectRef": "string_value", "followRef": "string_value", "lookAtRef": "string_value", "clearFollow": false, "clearLookAt": false }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool cinemachine-set-targets --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool cinemachine-set-targets --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. | | `followRef` | `any` | No | Optional GameObject to set as the Follow (position) target. | | `lookAtRef` | `any` | No | Optional GameObject to set as the LookAt (aim) target. | | `clearFollow` | `boolean` | No | If true, clears the Follow target (ignored when followRef is provided). | | `clearLookAt` | `boolean` | No | If true, clears the LookAt target (ignored when lookAtRef is provided). | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "followRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "lookAtRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "clearFollow": { "type": "boolean" }, "clearLookAt": { "type": "boolean" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "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." } }, "required": [ "gameObjectRef" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Cinemachine-SetTargetsResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$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-SetTargetsResponse": { "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." }, "follow": { "type": "string", "description": "Name of the resulting Follow target, or null." }, "lookAt": { "type": "string", "description": "Name of the resulting LookAt target, or null." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "success" ] } }, "required": [ "result" ] } ```