7.0 KiB
| name | description | metadata | ||
|---|---|---|---|---|
| cinemachine-brain-ensure | 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. |
|
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 aCamera. When omitted,Camera.main(a Camera taggedMainCamera) 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
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:
unity-mcp-cli run-tool cinemachine-brain-ensure --input-file args.jsonOr pipe via stdin (recommended):
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
{
"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
{
"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"
]
}