assembly-definitions
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Cinemachine camera system — virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors.
$ npx -y skills add XeldarAlz/everything-claude-unity --skill cinemachine --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/cinemachineContext preview
The summary Claude sees to decide when to auto-load this skill.
Cinemachine camera system — virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors.
name: cinemachine description: "Cinemachine camera system — virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors." globs: ["**/*Cinemachine*", "**/*Camera*.cs", "**/*Cam*.cs"]
1. Add `CinemachineBrain` component to Main Camera 2. Create Virtual Cameras — Brain auto-blends to highest priority
**Body (follow):**
**Aim (look at):**
Virtual Camera:
Body: Framing Transposer
- Screen X/Y: 0.5 (center)
- Dead Zone Width: 0.1, Height: 0.1
- Damping: X=1, Y=0.5
Follow: Player Transform
Add Extension: CinemachineConfiner2D
- Bounding Shape: PolygonCollider2D (room bounds)FreeLook Camera:
Follow: Player Transform
Look At: Player Head/Chest
Top/Middle/Bottom Rig:
- Height, Radius per rig
- Composer aim in each rig
X Axis: Input from mouse/stick (orbiting)
Y Axis: Input from mouse/stick (elevation)State-Driven Camera:
Animated Target: Player Animator
States:
Idle → VCam_Idle (wide shot)
Run → VCam_Run (further back)
Combat → VCam_Combat (over shoulder)// Source: generates impulse
[SerializeField] private CinemachineImpulseSource _impulseSource;
public void OnExplosion()
{
_impulseSource.GenerateImpulse();
}Add `CinemachineImpulseListener` extension to virtual cameras that should respond.
Add `CinemachineBasicMultiChannelPerlin` to virtual camera:
// Switch cameras by priority _combatCamera.Priority = 20; // Higher = active _exploreCamera.Priority = 10; // Change follow target _virtualCamera.Follow = newTarget; _virtualCamera.LookAt = newTarget;
The ultimate Claude Code toolkit for Unity game development. A production-ready, plug-and-play system that gives Claude Code deep Unity expertise — from writing performant C# to building scenes, profiling performance, and triggering iOS/Android builds — all
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
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Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.
Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or…