unity-cinemachine

Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.

509 stars

Best use case

unity-cinemachine is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.

Teams using unity-cinemachine should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unity-cinemachine/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unity-cinemachine/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unity-cinemachine/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unity-cinemachine Compares

Feature / Agentunity-cinemachineStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unity Cinemachine Skill

Procedural camera system using Unity Cinemachine.

## Overview

This skill provides capabilities for implementing dynamic camera systems using Cinemachine, including virtual cameras, camera blending, and cinematic sequences.

## Capabilities

### Virtual Cameras
- Create virtual cameras for different views
- Configure follow and look-at targets
- Set up framing transposers
- Implement orbital cameras

### Camera Behaviors
- Configure noise profiles for shake
- Implement dead zones and soft zones
- Set up camera collision
- Handle screen composition

### Blending and Transitions
- Configure blend curves
- Set up camera priorities
- Implement cutscenes with Timeline
- Handle state-driven cameras

### Advanced Features
- Create dolly tracks
- Implement target groups
- Set up clear shots
- Configure confiner extensions

## Prerequisites

- Unity 2021.3+
- Cinemachine package installed

## Usage Patterns

### Player Follow Camera

```csharp
// Configure in editor or via script
var vcam = GetComponent<CinemachineVirtualCamera>();
vcam.Follow = playerTransform;
vcam.LookAt = playerTransform;

// Framing Transposer settings
var transposer = vcam.GetCinemachineComponent<CinemachineFramingTransposer>();
transposer.m_ScreenX = 0.5f;
transposer.m_ScreenY = 0.4f;
```

### Camera Shake

```csharp
public void TriggerShake(float intensity, float duration)
{
    var noise = vcam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
    noise.m_AmplitudeGain = intensity;
    StartCoroutine(ResetShake(duration));
}
```

## Best Practices

1. Use virtual cameras for game states
2. Configure proper priorities
3. Test camera transitions
4. Use Timeline for cutscenes
5. Profile camera updates

## References

- [Cinemachine Documentation](https://docs.unity3d.com/Packages/com.unity.cinemachine@latest)

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