unity-cinemachine
Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.
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
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-cinemachine/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-cinemachine Compares
| Feature / Agent | unity-cinemachine | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/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)Related Skills
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