unity-cinemachine

Create and configure Cinemachine Virtual Cameras, targets, lenses, and blends in Unity.

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-cinemachine-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-cinemachine
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/cinemachine
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-cinemachine-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up Cinemachine cameras in Unity requires navigating many components (VCams, pipeline stages, extensions, brain settings) across two incompatible package versions (CM 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 Management: Create VCams, FreeLook, ClearShot, State-Driven, Sequencer, and Mixing cameras, then set Follow/LookAt targets, priorities, and lens settings. - Pipeline Configuration: Configure Body, Aim, and Noise stage components (OrbitalFollow, Composer, ThirdPersonFollow, etc.) plus extensions like Confiner and Deoccluder in single calls. - CM2/CM3 Compatibility: A reflection adapter bridges API differences between Cinemachine 2.x and 3.x automatically. - Use Case: Ask the agent to create a third-person follow camera for the player: it creates a VCam, sets Follow/LookAt targets to the Player GameObject, configures ThirdPersonFollow body settings, and tunes damping in one workflow. ## 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 camera name, then call cinemachine_set_targets with the vcamName and the followName and lookAtName set to the player GameObject. Both Follow and LookAt targets are assigned in a single call.

How do I configure Cinemachine Body and Aim components?

Use cinemachine_configure_body and cinemachine_configure_aim, which apply only the parameters matching the active pipeline component such as OrbitalFollow, ThirdPersonFollow, Composer, or RotationComposer. You can also switch components with cinemachine_set_component.

Does this work with both Cinemachine 2.x and 3.x?

Yes, a runtime reflection adapter bridges the API differences, such as CinemachineVirtualCamera in CM2 versus CinemachineCamera in CM3. Early CM3 previews before 3.0.0-pre.5 are outside the supported baseline.

Why do Cinemachine skills return a not installed error?

All skills return a stub error when the com.unity.cinemachine package is missing from the Unity project. Confirm installation first using the package management skills before calling any cinemachine skill.

Why are some Cinemachine operations blocked in SemiAuto mode?

Delete-class operations like cinemachine_set_component with removal, cinemachine_target_group_remove_member, and cinemachine_remove_extension are statically forbidden in SemiAuto mode. They require Bypass mode or an explicit allowlist entry.