Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unity-cinemachine --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unity-cinemachine
description: Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:gameplay-programming, skill-area:game-engines]
roles: [role:game-developer]
---
# 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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