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.