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.