Kursach_StealthAction/.opencode/skills/cinemachine-set-aim/SKILL.md

8.0 KiB

name description metadata
cinemachine-set-aim 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.
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

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:

unity-mcp-cli run-tool cinemachine-set-aim --input-file args.json

Or pipe via stdin (recommended):

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

{
  "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

{
  "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"
  ]
}