cinemachine

Configure Cinemachine virtual cameras for follow, aim, and priority-based transitions.

Updated May 6, 2026
One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill cinemachine-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cinemachine
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/systems/cinemachine
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill cinemachine-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Cinemachine camera setups solve the problem of building smooth, controllable camera motion in Unity without manually coding complex follow/aim/blend logic.

Core Features & Use Cases

  • Virtual camera orchestration: use virtual cameras with priorities so the CinemachineBrain auto-blends to the right view.
  • Follow, aim, and cinematic framing: configure Body (Transposer/Framing Transposer/Orbital/Tracked Dolly) and Aim (Composer/Group Composer/POV/Hard Look At) for consistent target framing.
  • Gameplay polish tools: apply blending rules, add confiner bounds to keep the camera inside rooms, and trigger screen shake (Impulses) plus noise profiles for handheld feel.
  • State-driven control patterns: switch camera modes via animation states (State-Driven Camera) or priority changes and responder systems (code-driven switching).
  • Practical scenarios: 2D platformer camera confinement and dead/soft zones, 3D third-person FreeLook orbit cameras, and over-shoulder combat/idle/run/dialogue transitions.

Quick Start

Set up a Main Camera with a CinemachineBrain, then create virtual cameras for your Idle/Combat modes and switch between them by adjusting their priorities.

Frequently Asked Questions about cinemachine

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

FAQPage Schema
How do I set up smooth camera blending between gameplay modes in Unity?

Smooth camera blending in Unity is achieved by configuring virtual cameras with different priorities, allowing the CinemachineBrain component to automatically interpolate transitions between gameplay views. You create virtual cameras for distinct modes like idle or combat and adjust their priority values to trigger automatic blending.

How do I confine a 2D platformer camera inside level boundaries?

To confine a 2D platformer camera, you apply a Cinemachine Confiner extension to your virtual camera and define bounding shapes for your rooms. This ensures the camera remains within designated level boundaries while following the target.

Can I trigger screen shake effects using Cinemachine virtual cameras?

Yes, you can trigger screen shake effects by adding an Impulse Listener extension to your virtual camera and generating Impulse signals in your gameplay code. You can also apply noise profiles to simulate a continuous handheld camera feel.

What is the best way to switch camera views during combat and dialogue sequences?

Switching camera views during combat and dialogue is best handled using state-driven or code-driven priority switching. You can link virtual cameras to animation states via a State-Driven Camera or adjust priority values through code to transition to over-shoulder or dialogue framing.

Do I need a CinemachineBrain component for third-person FreeLook orbit cameras to work?

Yes, a CinemachineBrain component on your main camera is required to process and blend the output of all virtual cameras, including third-person FreeLook orbit rigs. The brain manages the active view and ensures smooth transitions between different camera setups.

Why does my virtual camera framing drift away from the target during gameplay?

Virtual camera framing drift typically occurs when Body and Aim components like Transposer or Composer are not properly configured with correct dead zones and damping values. Adjusting these settings ensures consistent target framing and prevents unwanted camera movement.