unity-cinemachine

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

Updated May 20, 2026
One-click install
npx skills add https://github.com/yuse168/Roomies --skill unity-cinemachine-yuse168
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-cinemachine
Source: https://github.com/yuse168/Roomies/tree/main/.agents/skills/unity-skills/skills/cinemachine
Command: npx skills add https://github.com/yuse168/Roomies --skill unity-cinemachine-yuse168

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up and tuning Cinemachine cameras in Unity requires navigating version-specific APIs (CM2 vs CM3), pipeline stages (Body/Aim/Noise), and many component types. This Skill exposes a unified set of operations to create, inspect, and configure virtual cameras without manually handling API differences. ## Core Features & Use Cases - Virtual Camera Creation & Targeting: Create VCams, FreeLook, ClearShot, StateDriven, Mixing, and Sequencer cameras, then assign Follow/LookAt targets in one call. - Pipeline Configuration: Configure Body (OrbitalFollow, ThirdPersonFollow, PositionComposer), Aim (Composer, PanTilt), Noise, lens settings, and extensions like Confiner and Deoccluder. - Brain & Blend Control: Set camera priorities, default or per-pair blends, and CinemachineBrain update methods for cinematic transitions. - Use Case: Build a third-person follow camera by creating a VCam, setting the player as Follow/LookAt target, configuring ThirdPersonFollow body parameters, and adding a noise profile for handheld feel. ## Quick Start 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 that follows a player in Unity?▼

Create a VCam with cinemachine_create_vcam, then call cinemachine_set_targets with the player GameObject as both followName and lookAtName. The CinemachineBrain is added to the Main Camera automatically on first VCam creation.

How to configure Cinemachine Body and Aim components?▼

Use cinemachine_set_component to select the Body or Aim stage type (e.g. OrbitalFollow, Composer), then call cinemachine_configure_body or cinemachine_configure_aim to set damping, offsets, dead zones, and other fields. Only fields matching the active component are applied.

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

Yes, a runtime reflection adapter bridges CM2 and CM3 API differences, such as CinemachineVirtualCamera versus CinemachineCamera. CM3 previews earlier than 3.0.0-pre.5 are unsupported due to API drift, so inspect the VCam first to confirm available fields.

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.

How do I set camera blends and priorities in Cinemachine?▼

Use cinemachine_set_priority to give a VCam an explicit priority value, and cinemachine_set_blend to define default or per-camera-pair blend styles and durations on the CinemachineBrain. Higher priority cameras win activation.