7.6 KiB
7.6 KiB
| name | description | metadata | ||
|---|---|---|---|---|
| cinemachine-set-targets | Set the `Follow` (position) and/or `LookAt` (aim) targets of a `CinemachineCamera`. Pass `clearFollow` / `clearLookAt` to explicitly remove a target instead of setting one. |
|
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 theCinemachineCamera(required).followRef— optional GameObject to set as the Follow target.lookAtRef— optional GameObject to set as the LookAt target.clearFollow— whentrue, sets Follow to null (ignored iffollowRefis provided).clearLookAt— whentrue, sets LookAt to null (ignored iflookAtRefis 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
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:
unity-mcp-cli run-tool cinemachine-set-targets --input-file args.jsonOr pipe via stdin (recommended):
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
{
"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
{
"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"
]
}