What problem does it solve? Setting up and tuning Cinemachine cameras in Unity requires navigating many components (VCam, FreeLook, ClearShot, StateDriven) and their Body/Aim/Noise pipeline settings, which is slow and error-prone when done manually through the editor. ## Core Features & Use Cases - Virtual Camera Creation & Targeting: Create VCams, FreeLook, ClearShot, StateDriven, Sequencer, and Mixing cameras, then assign Follow/LookAt targets in one call. - Pipeline Configuration: Configure Body (OrbitalFollow, ThirdPersonFollow, PositionComposer), Aim (Composer, PanTilt), Noise, lens settings, extensions, and impulse sources with stage-aware commands. - Brain & Blend Control: Set camera priorities, default or per-pair blends, and CinemachineBrain update methods for cinematic transitions. - Use Case: A developer building a third-person character controller can create a VCam, bind it to the player, configure ThirdPersonFollow shoulder offsets, and add noise for handheld feel — all through skill calls without touching the Unity Inspector. ## Quick Start Ask the AI to create a Cinemachine virtual camera named PlayerCam that follows and looks at the Player GameObject.