Skip to content
Back to skills

Cinemachine

ASecurity

Set up Cinemachine Virtual Cameras

  • 1,812 stars
  • 0 votes
  • 0 copies
  • 2 views
  • Added February 7, 2026
developmentpythonrustgoapi

Works with

  • cli
  • api

Security analysis

A100/100

Scanned October 4, 2026

npx -y skills add Besty0728/Unity-Skills --skill cinemachine --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Cinemachine?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Cinemachine
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/besty0728-cinemachine/badge)](https://www.skillsdirectory.com/skills/besty0728-cinemachine)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: unity-cinemachine
description: Set up Cinemachine Virtual Cameras
---

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

## Triggers
- Creating or tuning Cinemachine cameras
- Configuring follow/look-at/noise
- Building cinematic camera behavior
- 创建或调校 Cinemachine 相机、设置跟随/注视/噪声、构建运镜效果

# Cinemachine Skills

Control Cinemachine Virtual Cameras and brain settings. Works with Cinemachine **2.x and 3.x** through a runtime reflection adapter (`CinemachineAdapter` / `CinemachineSkills`).

## Operating Mode

- **Approval**:查询类 skill(`cinemachine_inspect_vcam` / `cinemachine_list_components` / `cinemachine_get_brain_info`,源码标 `SkillMode.SemiAuto`)直接执行;其余配置/创建类(`cinemachine_create_vcam` / `cinemachine_set_targets` / `cinemachine_set_lens` / `cinemachine_configure_body` / `cinemachine_configure_aim` 等,标 `SkillMode.FullAuto`)需用户 grant,grant 后服务端一步执行返结果。
- **Auto / Bypass**:未被禁列表拦截的 skill 直接执行。
- 本模块**含 Delete 类 skill**:`cinemachine_set_component`(替换/移除 pipeline component)、`cinemachine_target_group_remove_member`、`cinemachine_remove_extension` 标记为 `SkillOperation.Delete`,被 `IsForbiddenInSemi` 静态拦截 —— 仅 **Bypass** 模式或加入 **Allowlist** 才能调用。
- **包依赖**:必须安装 `com.unity.cinemachine` 包(CM 2.x 或 3.x)。未安装时所有 skill 返回 `{ error = "Cinemachine is not installed. Install Cinemachine 2.x or 3.x via Package Manager." }` 的 stub —— 调用方应先用 `package_*` 系列 skill 确认安装状态。
- **反射脆弱性**:CM2 ↔ CM3 之间 API 名变化大(`CinemachineVirtualCamera` → `CinemachineCamera`,`CinemachineComponentBase` 改名等)。本模块通过 `CinemachineAdapter` 反射桥接,遇 CM 早期预览版(< `3.0.0-pre.5`)可能因 API 漂移返回失败 —— 优先用 `cinemachine_inspect_vcam` 探测当前可用字段,再决定 `propertyName`。

**DO NOT** (common hallucinations):
- `cinemachine_create` does not exist → use `cinemachine_create_vcam` for virtual cameras
- `cinemachine_set_target` / `cinemachine_set_follow` / `cinemachine_set_lookat` do not exist → use `cinemachine_set_targets` (sets both Follow and LookAt in one call)
- `cinemachine_add_brain` does not exist → CinemachineBrain is auto-added to Main Camera on first VCam creation
- Cinemachine 2.x uses `CinemachineVirtualCamera`; Cinemachine 3.x uses `CinemachineCamera` — skills handle this automatically

Additional compatibility notes:
- CM3 priority access should use `Priority.Value` as the lowest common API when writing compatibility code.
- Early CM3 previews before `3.0.0-pre.5` changed core camera APIs significantly and are outside the current support baseline.

**Routing**:
- For basic Game Camera operations → use `camera` module
- For Scene View camera → use `camera` module's `camera_set_transform`/`camera_look_at`
- For camera animation sequences → use `timeline` module with Cinemachine track

## Skills

### `cinemachine_create_vcam`
Create a new Virtual Camera.
**Parameters:**
- `name` (string): Name of the VCam GameObject.
- `folder` (string): Parent folder path (default: "Assets/Settings").

### `cinemachine_inspect_vcam`
Deeply inspect a VCam, returning fields and tooltips.
**Parameters:**
- `vcamName` (string, optional): Name of the VCam GameObject.
- `instanceId` (int, optional): VCam instance ID.
- `path` (string, optional): VCam hierarchy path.

### `cinemachine_set_vcam_property`
Set any property on VCam or its pipeline components.
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `componentType` (string): "Main" (VCam itself), "Lens", or Component name (e.g. "OrbitalFollow").
- `propertyName` (string): Field or property name.
- `value` (object): New value.
- `fov` (float, optional): Lens FOV shortcut. When supplied without `propertyName`, routes to `cinemachine_set_lens`.
- `nearClip` (float, optional): Lens near clip shortcut.
- `farClip` (float, optional): Lens far clip shortcut.
- `orthoSize` (float, optional): Lens orthographic size shortcut.

### `cinemachine_set_targets`
Set Follow and LookAt targets.
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID (preferred for precision).
- `path` (string, optional): VCam hierarchy path.
- `followName` (string, optional): GameObject name to follow.
- `lookAtName` (string, optional): GameObject name to look at.

### `cinemachine_set_component`
Switch VCam pipeline component (Body/Aim/Noise).
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `stage` (string): "Body", "Aim", or "Noise".
- `componentType` (string): Type name (e.g. "OrbitalFollow", "Composer") or "None" to remove.

### `cinemachine_add_component`
> **DEPRECATED** — Use `cinemachine_set_component` instead for proper pipeline control (Body/Aim/Noise stages).
Add a Cinemachine component (legacy, supports CM2 and CM3).
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `componentType` (string): Type name (e.g., "OrbitalFollow").

### `cinemachine_set_lens`
Quickly configure Lens settings (FOV, Near, Far, OrthoSize) and the projection ModeOverride.
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `fov` (float, optional): Field of View.
- `nearClip` (float, optional): Near Clip Plane.
- `farClip` (float, optional): Far Clip Plane.
- `orthoSize` (float, optional): Orthographic Size.
- `mode` (string, optional): Writes the lens `ModeOverride`, i.e. the projection mode this VCam pushes to the Unity Camera when it goes live. Case-insensitive; valid values are `None` (leave the Camera's own projection alone), `Orthographic`, `Perspective` and `Physical`. Omitting it leaves the existing `ModeOverride` untouched.

At least one of `fov` / `nearClip` / `farClip` / `orthoSize` / `mode` must be supplied; passing none returns `No values provided to update.` An invalid `mode` rejects the whole call with `SEMANTIC_INVALID` + `validValues` before anything is written, so the other parameters are not applied either.

### `cinemachine_list_components`
List all available Cinemachine component names.
**Parameters:**
- None.

### `cinemachine_impulse_generate`
Trigger an Impulse at location or via Source.
**Parameters:**
- `sourceParams` (string, optional): JSON string for parameters, e.g., `{"velocity": {"x": 0, "y": -1, "z": 0}}`.

### `cinemachine_get_brain_info`
Get info about the Active Camera and Blend.
**Parameters:**
- None.

### `cinemachine_create_target_group`
Create a CinemachineTargetGroup.
**Parameters:**
- `name` (string): Name of the new TargetGroup GameObject.

### `cinemachine_target_group_add_member`
Add or update a member in a TargetGroup.
**Parameters:**
- `groupName` (string): Name of the TargetGroup.
- `groupInstanceId` (int, optional): TargetGroup instance ID.
- `groupPath` (string, optional): TargetGroup hierarchy path.
- `targetName` (string): Name of the member GameObject.
- `targetInstanceId` (int, optional): Member GameObject instance ID.
- `targetPath` (string, optional): Member GameObject hierarchy path.
- `weight` (float): Member weight (default 1).
- `radius` (float): Member radius (default 1).

### `cinemachine_target_group_remove_member`
Remove a member from a TargetGroup.
**Parameters:**
- `groupName` (string): Name of the TargetGroup.
- `groupInstanceId` (int, optional): TargetGroup instance ID.
- `groupPath` (string, optional): TargetGroup hierarchy path.
- `targetName` (string): Name of the member GameObject.
- `targetInstanceId` (int, optional): Member GameObject instance ID.
- `targetPath` (string, optional): Member GameObject hierarchy path.

### `cinemachine_set_spline`
Assign a SplineContainer to a VCam's SplineDolly component (Body stage).
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `vcamInstanceId` (int, optional): VCam instance ID.
- `vcamPath` (string, optional): VCam hierarchy path.
- `splineName` (string): Name of the GameObject with SplineContainer.
- `splineInstanceId` (int, optional): SplineContainer GameObject instance ID.
- `splinePath` (string, optional): SplineContainer GameObject hierarchy path.

### `cinemachine_add_extension`
Add a CinemachineExtension to a VCam.
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `extensionName` (string): Type name of the extension (e.g., "CinemachineStoryboard", "CinemachineImpulseListener").

### `cinemachine_remove_extension`
Remove a CinemachineExtension from a VCam.
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `extensionName` (string): Type name of the extension.

### `cinemachine_set_active`
Force activation of a VCam (SOLO) by setting highest priority.
**Parameters:**
- `vcamName` (string): Name of the VCam to activate.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.

### `cinemachine_create_mixing_camera`
Create a Cinemachine Mixing Camera.
**Parameters:**
- `name` (string): Name of the new GameObject.

### `cinemachine_mixing_camera_set_weight`
Set the weight of a child camera within a Mixing Camera.
**Parameters:**
- `mixerName` (string, optional): Name of the Mixing Camera.
- `mixerInstanceId` (int, optional): Mixing Camera instance ID.
- `mixerPath` (string, optional): Mixing Camera hierarchy path.
- `mixerEntityId` (string, optional): Mixing Camera entity ID (Unity 6000.4+, preferred).
- `childName` (string, optional): Name of the child VCam.
- `childInstanceId` (int, optional): Child VCam instance ID.
- `childPath` (string, optional): Child VCam hierarchy path.
- `childEntityId` (string, optional): Child VCam entity ID (Unity 6000.4+, preferred).
- `weight` (float): Weight value, usually 0.0–1.0 (default 1).

### `cinemachine_create_clear_shot`
Create a Cinemachine Clear Shot Camera.
**Parameters:**
- `name` (string): Name of the new GameObject.

### `cinemachine_create_state_driven_camera`
Create a Cinemachine State Driven Camera.
**Parameters:**
- `name` (string): Name of the new GameObject.
- `targetAnimatorName` (string, optional): Name of the GameObject with the Animator to bind.

### `cinemachine_state_driven_camera_add_instruction`
Add a state mapping instruction to a State Driven Camera.
**Parameters:**
- `cameraName` (string, optional): Name of the State Driven Camera.
- `cameraInstanceId` (int, optional): State Driven Camera instance ID.
- `cameraPath` (string, optional): State Driven Camera hierarchy path.
- `cameraEntityId` (string, optional): State Driven Camera entity ID (Unity 6000.4+, preferred).
- `stateName` (string): Name of the animation state (e.g., "Run").
- `childCameraName` (string, optional): Name of the child VCam to activate for this state.
- `childInstanceId` (int, optional): Child VCam instance ID.
- `childPath` (string, optional): Child VCam hierarchy path.
- `childEntityId` (string, optional): Child VCam entity ID (Unity 6000.4+, preferred).
- `minDuration` (float, optional): Minimum duration in seconds (default 0).
- `activateAfter` (float, optional): Delay in seconds before activation (default 0).

### `cinemachine_set_noise`
Configure Noise settings (Basic Multi Channel Perlin).
**Parameters:**
- `vcamName` (string): Name of the VCam.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `amplitudeGain` (float): Noise Amplitude.
- `frequencyGain` (float): Noise Frequency.

### `cinemachine_set_priority`
Set explicit priority value for a Virtual Camera. Higher priority wins activation.
**Parameters:**
- `vcamName` (string, optional): VCam name. Provide one of name/instanceId/path.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `priority` (int): Priority value (default 10).

### `cinemachine_set_blend`
Set default blend or per-camera-pair blend on the CinemachineBrain. Leave `fromCamera`/`toCamera` empty for default blend.
**Parameters:**
- `style` (string): Blend style — `Cut`/`EaseInOut`/`EaseIn`/`EaseOut`/`HardIn`/`HardOut`/`Linear` (default `EaseInOut`).
- `time` (float): Blend duration in seconds (default `2`).
- `fromCamera` (string, optional): Source VCam name for per-pair blend.
- `toCamera` (string, optional): Destination VCam name for per-pair blend.

### `cinemachine_set_brain`
Configure CinemachineBrain properties: update method, default blend, debug display.
**Parameters:**
- `updateMethod` (string, optional): `FixedUpdate`/`LateUpdate`/`SmartUpdate`/`ManualUpdate`.
- `blendUpdateMethod` (string, optional): `FixedUpdate`/`LateUpdate`.
- `defaultBlendStyle` (string, optional): Blend style name (see `cinemachine_set_blend`).
- `defaultBlendTime` (float, optional): Default blend duration in seconds.
- `showDebugText` (bool, optional): Show Cinemachine debug text overlay.
- `showCameraFrustum` (bool, optional): Draw active camera frustum gizmo.
- `ignoreTimeScale` (bool, optional): Ignore `Time.timeScale` for blends.

### `cinemachine_create_sequencer`
Create a Sequencer camera (CM3) or BlendList camera (CM2) that plays child cameras in sequence.
**Parameters:**
- `name` (string): Name of the new GameObject.
- `loop` (bool): Whether to loop the sequence (default `false`).

### `cinemachine_sequencer_add_instruction`
Add a child camera instruction to a Sequencer/BlendList camera.
**Parameters:**
- `sequencerName` (string, optional): Sequencer camera name.
- `sequencerInstanceId` (int, optional): Sequencer Instance ID.
- `sequencerPath` (string, optional): Sequencer hierarchy path.
- `sequencerEntityId` (string, optional): Sequencer entity ID (Unity 6000.4+, preferred).
- `childCameraName` (string, optional): Child VCam name.
- `childInstanceId` (int, optional): Child VCam Instance ID.
- `childPath` (string, optional): Child VCam hierarchy path.
- `childEntityId` (string, optional): Child VCam entity ID (Unity 6000.4+, preferred).
- `hold` (float): Duration to hold on this child in seconds (default `2`).
- `blendStyle` (string): Blend style to use entering this child (default `EaseInOut`).
- `blendTime` (float): Blend duration in seconds (default `2`).

Provide at least one identifier for each of sequencer and child camera.

### `cinemachine_create_freelook`
Create a FreeLook camera. CM2 uses `CinemachineFreeLook`; CM3 builds `CinemachineCamera` + `OrbitalFollow(ThreeRing)` + `RotationComposer`.
**Parameters:**
- `name` (string): Name of the new GameObject.
- `followName` (string, optional): GameObject to follow.
- `lookAtName` (string, optional): GameObject to look at.

### `cinemachine_configure_camera_manager`
Configure ClearShot/StateDriven/Sequencer camera manager properties in one call. A parameter for a manager type the target lacks, an unresolved `animatorName` (or one without an Animator) and an unknown blend style are rejected before anything is written.
**Parameters:**
- `cameraName` (string, optional): Camera manager name. Provide one of name/instanceId/path.
- `cameraInstanceId` (int, optional): Camera manager Instance ID.
- `cameraPath` (string, optional): Camera manager hierarchy path.
- `activateAfter` (float, optional): ClearShot — delay before activation.
- `minDuration` (float, optional): ClearShot — minimum duration on a shot.
- `randomizeChoice` (bool, optional): ClearShot — randomize shot selection.
- `animatorName` (string, optional): StateDriven — name of the GameObject carrying the Animator.
- `layerIndex` (int, optional): StateDriven — Animator layer index.
- `defaultBlendStyle` (string, optional): Default blend style (shared by ClearShot/StateDriven).
- `defaultBlendTime` (float, optional): Default blend duration in seconds.
- `loop` (bool, optional): Sequencer — loop playback.

### `cinemachine_configure_body`
Configure the Body stage component (Follow, OrbitalFollow, ThirdPersonFollow, PositionComposer, FramingTransposer, etc.) in one call. Only fields matching the active component are applied; when none is, the call fails and `warnings` lists the fields that could not be written.
**Parameters:**
- `vcamName` (string, optional): VCam name. Provide one of name/instanceId/path.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.

Follow / Transposer:
- `offsetX` / `offsetY` / `offsetZ` (float, optional): Follow offset vector.
- `bindingMode` (string, optional): Binding/target attachment mode (e.g. `LockToTarget`, `WorldSpace`).
- `dampingX` / `dampingY` / `dampingZ` (float, optional): Positional damping.

OrbitalFollow / OrbitalTransposer:
- `orbitStyle` (string, optional): `Sphere` or `ThreeRing`.
- `radius` (float, optional): Sphere orbit radius.
- `topHeight` / `topRadius` (float, optional): Top ring parameters.
- `midHeight` / `midRadius` (float, optional): Middle ring parameters.
- `bottomHeight` / `bottomRadius` (float, optional): Bottom ring parameters.

ThirdPersonFollow:
- `shoulderX` / `shoulderY` / `shoulderZ` (float, optional): Shoulder offset.
- `verticalArmLength` (float, optional): Vertical arm length.
- `cameraSide` (float, optional): 0 = left, 1 = right.

PositionComposer / FramingTransposer:
- `cameraDistance` (float, optional): Distance between camera and target.
- `screenX` / `screenY` (float, optional): On-screen target position (0–1).
- `deadZoneWidth` / `deadZoneHeight` (float, optional): Dead zone size (0–1).

### `cinemachine_configure_aim`
Configure the Aim stage component (RotationComposer, Composer, PanTilt, POV, etc.) in one call. Only fields matching the active component are applied; when none is, the call fails and `warnings` lists the fields that could not be written.
**Parameters:**
- `vcamName` (string, optional): VCam name. Provide one of name/instanceId/path.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.

Composer / RotationComposer:
- `screenX` / `screenY` (float, optional): Target on-screen position.
- `deadZoneWidth` / `deadZoneHeight` (float, optional): Dead zone size.
- `softZoneWidth` / `softZoneHeight` (float, optional): Soft zone size.
- `horizontalDamping` / `verticalDamping` (float, optional): Composition damping.
- `lookaheadTime` / `lookaheadSmoothing` (float, optional): Target lookahead tuning.
- `centerOnActivate` (bool, optional): Re-center on activation.

PanTilt / POV:
- `referenceFrame` (string, optional): Reference frame for pan/tilt axes.
- `panValue` / `tiltValue` (float, optional): Explicit pan/tilt values.

Target offset:
- `targetOffsetX` / `targetOffsetY` / `targetOffsetZ` (float, optional): Offset from target pivot.

### `cinemachine_configure_extension`
Configure a Cinemachine extension (`CinemachineConfiner`, `CinemachineDeoccluder`/`Collider`, `CinemachineFollowZoom`, `CinemachineGroupFraming`, etc.). If `extensionName` is omitted, the first extension on the VCam is used; an `extensionName` the VCam does not carry and an unresolved `boundingShapeName` are rejected. Settings that could not be written are listed in `warnings`.
**Parameters:**
- `vcamName` (string, optional): VCam name. Provide one of name/instanceId/path.
- `instanceId` (int, optional): VCam Instance ID.
- `path` (string, optional): VCam hierarchy path.
- `extensionName` (string, optional): Extension type name (e.g. `CinemachineConfiner`).

Confiner:
- `boundingShapeName` (string, optional): Name of the bounding shape GameObject.
- `damping` (float, optional): Damping applied when confining.
- `slowingDistance` (float, optional): Slow-down distance inside the bounding shape.

Deoccluder / Collider:
- `cameraRadius` (float, optional): Camera collision radius.
- `strategy` (string, optional): Deocclusion strategy name.
- `maximumEffort` (int, optional): Maximum raycast iterations.
- `smoothingTime` (float, optional): Smoothing time for occlusion changes.

FollowZoom:
- `width` (float, optional): Target width in world units.
- `fovMin` / `fovMax` (float, optional): FOV clamp range.

GroupFraming:
- `framingMode` (string, optional): Framing mode name.
- `framingSize` (float, optional): Desired framing size.
- `sizeAdjustment` (string, optional): Size adjustment strategy name.

### `cinemachine_configure_impulse_source`
Configure `CinemachineImpulseSource` definition (shape, duration, gains). If no source is specified, the first `CinemachineImpulseSource` in the scene is used.
**Parameters:**
- `sourceName` (string, optional): Source name. Provide one of name/instanceId/path; omit all to pick the first source.
- `sourceInstanceId` (int, optional): Source Instance ID.
- `sourcePath` (string, optional): Source hierarchy path.
- `amplitudeGain` (float, optional): Amplitude gain multiplier.
- `frequencyGain` (float, optional): Frequency gain multiplier.
- `impactRadius` (float, optional): Impact radius in world units.
- `duration` (float, optional): Signal duration in seconds.
- `dissipationRate` (float, optional): Dissipation rate over distance.

---
## Minimal Example

```python
import unity_skills

# Create a vcam that follows and looks at the player
unity_skills.call_skill("cinemachine_create_vcam", name="PlayerCam")
unity_skills.call_skill("cinemachine_set_targets", vcamName="PlayerCam", followName="Player", lookAtName="Player")
```

## Exact Signatures

Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.