unity-cinemachine

Configure Unity Cinemachine virtual cameras, targets, and pipeline components.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/mandexonla/Top-Down-Template --skill unity-cinemachine-mandexonla
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-cinemachine
Source: https://github.com/mandexonla/Top-Down-Template/tree/main/.codex/skills/unity-skills/skills/cinemachine
Command: npx skills add https://github.com/mandexonla/Top-Down-Template --skill unity-cinemachine-mandexonla

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a single-source, editor-driven way to create, inspect, and configure Unity Cinemachine virtual cameras so teams can build cinematic camera setups, manage follow/look targets, and maintain cross-version compatibility without repetitive manual inspector work.

Core Features & Use Cases

  • Create and configure VCams: Create Virtual, Mixing, Clear Shot, and State Driven cameras and set priorities to control active shots.
  • Target management: Assign Follow and LookAt targets, create and manage CinemachineTargetGroup members, and set spline dolly paths.
  • Pipeline and component control: Toggle Body/Aim/Noise components, set lens and noise parameters, and add or remove extensions.
  • Inspector & debug utilities: Deeply inspect vcam fields and brain/blend state to diagnose blends and runtime behavior.
  • Compatibility: Handles Cinemachine 2.x and 3.x API differences with guidance on priority and common pitfalls.

Quick Start

Create a new virtual camera named HeroCam, place it in Assets/Settings, set Follow to Player, set LookAt to CameraTarget, and set the lens FOV to 60.

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 Unity Cinemachine virtual camera and assign follow targets?

To create a Unity Cinemachine virtual camera, you generate a VCam object, set its Follow property to your target GameObject, assign the LookAt target, and configure the lens FOV to establish the initial shot framing.

What is the difference between Cinemachine 2.x and 3.x when configuring virtual camera priorities?

Cinemachine 2.x and 3.x have API differences affecting virtual camera priorities and component pipelines. The Skill handles these compatibility variations, providing guidance on priority settings and common pitfalls across both versions.

How do I set up a spline dolly path for a Cinemachine virtual camera?

Setting up a spline dolly path involves assigning a spline to the virtual camera's Body component. This drives the camera along a defined trajectory, enabling dynamic tracking shots while maintaining target focus.

Can I use Cinemachine mixing and state-driven cameras to control active shots?

Yes, you can create Mixing, Clear Shot, and State Driven cameras to control active shots. By setting priorities on these virtual cameras, you manage blend transitions and sequence logic based on game states.

How do I configure noise and lens parameters on a Unity virtual camera?

Configuring noise and lens parameters requires toggling the Aim and Noise pipeline components on the virtual camera. You adjust lens FOV and noise settings to simulate handheld camera shake and control shot framing depth.

How do I inspect Cinemachine brain and blend states to diagnose runtime behavior?

You inspect Cinemachine brain and blend states by deeply reading vcam fields and the Main Camera brain configuration. This diagnostic process helps identify active blends, priority conflicts, and runtime target tracking issues.