Kursach_StealthAction/.opencode/skills/cinemachine-set-default-blend/SKILL.md

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---
name: cinemachine-set-default-blend
description: Set the `DefaultBlend` of a `CinemachineBrain` — the blend style (Cut, EaseInOut, Linear, etc.) and duration used when transitioning between CinemachineCameras. Targets the referenced Camera's brain, or `Camera.main`'s brain.
metadata:
generated-by: mcp-plugin-dotnet
---
# Cinemachine / Set Default Blend
Set the default blend on a `CinemachineBrain`. The default blend is used whenever the brain transitions from one live CinemachineCamera to another and no custom blend overrides it.
## Inputs
- `cameraRef` — optional GameObject hosting the Camera + `CinemachineBrain`. When omitted, `Camera.main` is used.
- `style` — `CinemachineBlendDefinition.Styles` enum (`Cut`, `EaseInOut`, `EaseIn`, `EaseOut`, `HardIn`, `HardOut`, `Linear`, `Custom`).
- `time` — blend duration in seconds.
## Behavior
Resolves the brain (throws if the Camera has none), assigns a new `CinemachineBlendDefinition(style, time)` to `DefaultBlend`, marks the scene dirty, and repaints. Runs on the Unity main thread.
## How to Call
```bash
unity-mcp-cli run-tool cinemachine-set-default-blend --input '{
"style": "string_value",
"time": 0,
"cameraRef": "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-default-blend --input-file args.json
> ```
>
> Or pipe via stdin (recommended):
> ```bash
> unity-mcp-cli run-tool cinemachine-set-default-blend --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 |
|------|------|----------|-------------|
| `style` | `string` | Yes | Blend style used when transitioning between CinemachineCameras. |
| `time` | `number` | No | Blend duration in seconds. |
| `cameraRef` | `any` | No | Optional reference to the GameObject hosting the Camera + CinemachineBrain. If omitted, Camera.main is used. |
### Input JSON Schema
```json
{
"type": "object",
"properties": {
"style": {
"type": "string",
"enum": [
"Cut",
"EaseInOut",
"EaseIn",
"EaseOut",
"HardIn",
"HardOut",
"Linear",
"Custom"
]
},
"time": {
"type": "number"
},
"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."
}
},
"required": [
"style"
]
}
```
## Output
### Output JSON Schema
```json
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Cinemachine-SetDefaultBlendResponse"
}
},
"$defs": {
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"$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-SetDefaultBlendResponse": {
"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."
},
"style": {
"type": "string",
"description": "Resulting blend style."
},
"time": {
"type": "number",
"description": "Resulting blend time (seconds)."
},
"success": {
"type": "boolean",
"description": "Whether the operation succeeded."
}
},
"required": [
"time",
"success"
]
}
},
"required": [
"result"
]
}
```