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/cinemachine

Set up Cinemachine Virtual Cameras

From plugin
unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill cinemachine --agent claude-code

SKILL.md

cinemachine.SKILL.md
name: unity-cinemachine
description: Set up Cinemachine Virtual Cameras

Unity Cinemachine Skills

Create and tune Cinemachine Virtual Cameras, camera managers, target groups, extensions, impulse and the brain. Parameters come from the schema (`GET /skills/schema?category=Cinemachine&wire=v2`), which notes the non-obvious ones. Execution, dryRun and verification rules: root [SKILL.md](../../SKILL.md).

When to use

  • Creating or tuning Cinemachine cameras
  • Configuring follow, look-at and noise
  • Building cinematic camera behavior

Rules

  • Gate: `cinemachine_inspect_vcam`, `cinemachine_list_components` and `cinemachine_get_brain_info` are read-only and run under Approval. Every other skill is `FullAuto` and needs a grant.
  • Delete-class skills are `MODE_FORBIDDEN` under Approval and Auto; only Bypass or an Allowlist hit runs them: `cinemachine_set_component`, `cinemachine_target_group_remove_member`, `cinemachine_remove_extension`. The gate is static, from the attribute flags, so it ignores the arguments: every `cinemachine_set_component` call is blocked, including `componentType="None"` and a switch to another component of the same stage ([operating mode](../../references/protocol-operating-mode.md)).
  • `cinemachine_set_component` removes the stage's current pipeline component before it adds the requested one. `"None"` only removes it, and the same type is a no-op.
  • Package: needs `com.unity.cinemachine` (2.x or 3.x). Without it every skill returns `MISSING_PACKAGE`; check with the `package_*` skills first.
  • 2.x vs 3.x: a reflection adapter (`CinemachineAdapter` / `CinemachineSkills`) bridges both, so skills work on both. CM2 uses `CinemachineVirtualCamera`, CM3 `CinemachineCamera`; skills handle this. CM3 versions before `3.0.0-pre.5` changed core camera APIs and may fail from API drift. In compatibility code, use `Priority.Value` for CM3 priority access.
  • Probe first: run `cinemachine_inspect_vcam` to see the fields the installed version exposes before choosing `propertyName`; `cinemachine_list_components` lists the component names.
  • VCam targeting: `vcamName`, `instanceId`, `path` or `entityId` (preferred; the only id on Unity 6000.4+), at least one. Skills that address several objects prefix each identifier set (`group*`, `target*`, `vcam*`, `spline*`, `mixer*`, `child*`, `camera*`, `sequencer*`, `source*`).
  • `CinemachineBrain` is added to the Main Camera on the first VCam creation; there is no add-brain skill.
  • Higher priority wins activation; `cinemachine_set_active` forces SOLO by setting the highest priority.
  • `cinemachine_configure_body` and `cinemachine_configure_aim` apply only the fields of the active component and fail with `warnings` listing the rest when none matches.
  • Routing: basic Game Camera operations and the Scene View camera go to the [camera](../camera/SKILL.md) module; camera animation sequences go to [timeline](../timeline/SKILL.md) with a Cinemachine track.

Pitfalls

  • `cinemachine_create` does not exist: use `cinemachine_create_vcam` for virtual cameras.
  • `cinemachine_set_target`, `cinemachine_set_follow` and `cinemachine_set_lookat` do not exist: use `cinemachine_set_targets`, which sets Follow and LookAt together.
  • `cinemachine_add_brain` does not exist.
  • Do not pick `CinemachineVirtualCamera` or `CinemachineCamera` by version; the skills handle both.
  • `SEMANTIC_INVALID` (invalid `mode`, blend style, unresolved animator or bounding shape): fix per `validValues` or the message; nothing was written.

Skills Overview

  • VCam lifecycle and state: `cinemachine_create_vcam`, `cinemachine_create_freelook`, `cinemachine_inspect_vcam`, `cinemachine_list_components`, `cinemachine_set_active`, `cinemachine_set_priority`, `cinemachine_set_targets` (Follow and LookAt together).
  • Properties and pipeline: `cinemachine_set_vcam_property`, `cinemachine_set_component`, `cinemachine_add_component` (deprecated), `cinemachine_set_lens`, `cinemachine_set_noise`, `cinemachine_set_spline`, `cinemachine_configure_body`, `cinemachine_configure_aim`.
  • Extensions and impulse: `cinemachine_add_extension`, `cinemachine_remove_extension`, `cinemachine_configure_extension`, `cinemachine_impulse_generate`, `cinemachine_configure_impulse_source`.
  • Brain: `cinemachine_get_brain_info`, `cinemachine_set_blend`, `cinemachine_set_brain`.
  • Target groups: `cinemachine_create_target_group`, `cinemachine_target_group_add_member`, `cinemachine_target_group_remove_member`.
  • Camera managers: `cinemachine_create_mixing_camera`, `cinemachine_mixing_camera_set_weight`, `cinemachine_create_clear_shot`, `cinemachine_create_state_driven_camera`, `cinemachine_state_driven_camera_add_instruction`, `cinemachine_create_sequencer`, `cinemachine_sequencer_add_instruction`, `cinemachine_configure_camera_manager`.

No batch variants exist in this module. Per-skill tables, item fields and return shapes: `reference/<skill_name>.md`, rarely needed because the schema notes the parameters.

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Questions about cinemachine.

Which coding agents can use cinemachine?
cinemachine installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.