What problem does it solve? Setting up and tuning Cinemachine cameras in Unity requires navigating many components (VCam, FreeLook, ClearShot, StateDriven, Body/Aim/Noise stages) whose APIs differ between Cinemachine 2.x and 3.x. This Skill exposes those operations as callable skills so an AI agent can create and tune cinematic cameras without manual editor work. ## Core Features & Use Cases - Virtual Camera Creation: Create VCams, FreeLook, ClearShot, StateDriven, Mixing, and Sequencer cameras, then set Follow/LookAt targets, lens settings, and priorities. - Pipeline Configuration: Configure Body (OrbitalFollow, ThirdPersonFollow, PositionComposer), Aim (Composer, PanTilt), and Noise stages, plus extensions like Confiner, Deoccluder, and FollowZoom. - Blending & Brain Control: Set default or per-camera-pair blends and configure CinemachineBrain update methods and debug display. - Use Case: Ask the agent to create a third-person follow camera for the player: it creates a VCam, sets the Follow/LookAt targets, configures ThirdPersonFollow body settings, and tunes damping in one flow. ## Quick Start Create a Cinemachine virtual camera named PlayerCam that follows and looks at the Player GameObject.