unity-cinemachine

Configure Cinemachine virtual cameras, targets, lenses, and blends in Unity scenes.

Updated Aug 18, 2026
One-click install
npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-cinemachine-ethanjpope
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-cinemachine
Source: https://github.com/ethanJPope/Our-Main-Hackathon-Game/tree/main/.agents/skills/unity-skills/skills/cinemachine
Command: npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-cinemachine-ethanjpope

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up and tuning Cinemachine virtual cameras in Unity involves many scattered components (Body, Aim, Noise, extensions, brain settings) and differs significantly between Cinemachine 2.x and 3.x. This Skill exposes a unified set of operations to create, inspect, and configure virtual cameras without manually navigating the Unity Inspector or writing version-specific editor code. ## Core Features & Use Cases - Virtual Camera Lifecycle: Create VCams, FreeLook, ClearShot, State-Driven, Sequencer, and Mixing cameras, then set Follow/LookAt targets, priorities, and lens settings (FOV, clip planes, ortho size, projection mode). - Pipeline & Extension Configuration: Configure Body and Aim stage components (OrbitalFollow, ThirdPersonFollow, Composer, etc.), noise, spline dollies, target groups, impulse sources, and extensions like Confiner and Deoccluder. - Brain & Blending Control: Inspect the active camera, set default or per-pair blends, and tune CinemachineBrain update methods and debug display. - Use Case: Build a third-person gameplay camera by creating a VCam, binding it to the player with cinemachine_set_targets, configuring ThirdPersonFollow body parameters via cinemachine_configure_body, and adding a noise profile for handheld feel. ## 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 that follows a player in Unity?

Create a virtual camera with cinemachine_create_vcam, then call cinemachine_set_targets with the VCam name and the player GameObject name as 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_configure_body for Body stage components like OrbitalFollow, ThirdPersonFollow, or PositionComposer, and cinemachine_configure_aim for Aim components like Composer or PanTilt. Only fields matching the active component are applied, and cinemachine_set_component switches the component type per stage.

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 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 first, then retry the Cinemachine operation.

What are the limitations of Cinemachine delete operations?

Delete-type operations such as removing pipeline components, target group members, or extensions are blocked in SemiAuto mode by a static guard. They only run in Bypass mode or when explicitly added to the allowlist.