What problem does it solve? Setting up and tuning Cinemachine cameras in Unity requires navigating version differences (CM 2.x vs 3.x), pipeline stages (Body/Aim/Noise), and many component types, which is error-prone when done manually or via hallucinated API calls. ## Core Features & Use Cases - Virtual Camera Management: Create and inspect VCams, FreeLook, ClearShot, StateDriven, Sequencer, and Mixing cameras, with automatic CM2/CM3 compatibility through a reflection adapter. - Pipeline Configuration: Configure Body (OrbitalFollow, ThirdPersonFollow, PositionComposer), Aim (Composer, PanTilt), Noise, lens settings, targets, priorities, and blends in single calls. - Extensions & Impulse: Add and configure extensions like Confiner, Deoccluder, and FollowZoom, manage TargetGroups, and trigger or tune impulse sources. - Use Case: Ask the agent to create a third-person follow camera for the player: it creates a VCam, sets Follow/LookAt targets, configures ThirdPersonFollow body parameters, and sets a blend on the CinemachineBrain. ## Quick Start Ask the agent to create a virtual camera named PlayerCam that follows and looks at the Player GameObject.