What problem does it solve? Cinemachine virtual cameras have no effect on the rendered view unless a CinemachineBrain component exists on a real Unity Camera. This Skill removes the manual step of checking for and adding that component, preventing the common issue where CinemachineCamera setups silently fail to drive the rendering Camera. ## Core Features & Use Cases - Idempotent Brain Setup: Adds a CinemachineBrain to the target Camera only if one is missing, reusing any existing brain without duplication. - Flexible Camera Targeting: Accepts an optional GameObject reference (by instanceID, hierarchy path, or name) and falls back to Camera.main when none is provided. - Editor Integration: Marks the scene dirty, repaints the Editor, and returns the brain reference, camera name, and current default blend settings. - Use Case: While building a cutscene system with multiple CinemachineCameras, run this once against the main Camera to guarantee the brain exists before any virtual camera blending logic executes. ## Quick Start Ask the AI to ensure a CinemachineBrain exists on the main camera in the current Unity scene.