unity-cinemachine

Configure Cinemachine virtual cameras, pipeline components, and blends in Unity scenes.

2|Updated May 18, 2026
One-click install
npx skills add https://github.com/pcone-mm/NewFPG --skill unity-cinemachine-pcone-mm
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-cinemachine
Source: https://github.com/pcone-mm/NewFPG/tree/main/.agents/skills/unity-skills/skills/cinemachine
Command: npx skills add https://github.com/pcone-mm/NewFPG --skill unity-cinemachine-pcone-mm

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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?

Call cinemachine_create_vcam with a name, then cinemachine_set_targets with the follow and lookAt GameObject names. The CinemachineBrain is added to the Main Camera automatically on first VCam creation.

How do I configure Body and Aim components on a Cinemachine camera?

Use cinemachine_set_component to choose the Body, Aim, or Noise stage type, then cinemachine_configure_body or cinemachine_configure_aim to set fields like damping, offsets, dead zones, and soft zones in one call.

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. Early CM3 previews before 3.0.0-pre.5 are outside the support baseline.

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. Install the package first, verifying status with the package_* skills before calling any cinemachine skill.

How do I set camera blends between two Cinemachine cameras?

Use cinemachine_set_blend with a style (Cut, EaseInOut, Linear, etc.) and duration. Provide fromCamera and toCamera names for a per-pair blend, or omit them to set the default blend on the CinemachineBrain.