unity-cinemachine

Configure Cinemachine virtual cameras, pipeline components, and blends in Unity scenes.

Updated Jan 29, 2026
One-click install
npx skills add https://github.com/Dylan8865/FinalYearProject --skill unity-cinemachine-dylan8865
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-cinemachine
Source: https://github.com/Dylan8865/FinalYearProject/tree/main/GameDev/Tester/.agents/skills/unity-skills/skills/cinemachine
Command: npx skills add https://github.com/Dylan8865/FinalYearProject --skill unity-cinemachine-dylan8865

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about unity-cinemachine

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a Cinemachine virtual camera in Unity?▼

Use the cinemachine_create_vcam skill with a name parameter to create a Virtual Camera GameObject. Then call cinemachine_set_targets to assign Follow and LookAt targets in a single call.

How to set follow and look-at targets on a Cinemachine camera?▼

Call cinemachine_set_targets with the VCam name plus followName and lookAtName parameters. There is no separate set_follow or set_lookat skill; both targets are assigned together in one operation.

Does this work with both Cinemachine 2.x and 3.x?▼

Yes, a runtime reflection adapter bridges both versions, handling renames like CinemachineVirtualCamera to CinemachineCamera automatically. Early CM3 previews before 3.0.0-pre.5 are outside the support baseline.

Why do Cinemachine skills return a not-installed error?▼

All skills return an error stub when the com.unity.cinemachine package is missing from the Unity project. Verify installation with the package management skills before calling any cinemachine skill.

What are the limitations of Cinemachine skill automation?▼

Delete-type operations like removing pipeline components or target group members are blocked in semi-automatic mode and require Bypass mode or an allowlist. Reflection-based bridging may also fail on very early CM3 preview APIs.