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

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---
name: cinemachine-set-aim
description: 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.
metadata:
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
```bash
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:
> ```bash
> unity-mcp-cli run-tool cinemachine-set-aim --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> 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
```json
{
"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
```json
{
"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"
]
}
```