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.