Agent skill

Unity Cinemachine

by Besty0728 in Besty0728/Unity-Skills

“Set up Cinemachine Virtual Cameras”

— description from SKILL.md by Besty0728
MITAuto-check passedGame Development

Install Unity Cinemachine

skills CLI
$ npx skills add Besty0728/Unity-Skills --skill unity-cinemachine -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-cinemachine --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/cinemachine' .claude/skills/unity-cinemachine && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-cinemachine
GitHub stars
1.8k
Token cost
~5.5k tokens
SKILL.md length
2,320 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

  • SKILL.md covers Triggers, Operating Mode and Skills
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

About this skill

Unity Cinemachine is a skill in Besty0728/Unity-Skills (1.8k stars). Its SKILL.md is about 5.5k tokens. Licence: MIT.

What it can do on your machine

Read from SKILL.md and the folder at commit ec8aa7c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Cinemachine loads about 5.5k tokens when it runs. Until then it costs about 13 tokens; SKILL.md has 2,320 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~13
When it runs · the whole SKILL.md, loaded when a task matches
~5.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Besty0728/Unity-Skills at commit ec8aa7c, republished under its MIT licence (© Besty0728). 2,320 words, ~5,468 tokens.

Download SKILL.mdSave it as .claude/skills/unity-cinemachine/SKILL.md (or your agent's skills folder).
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.
Show full SKILL.md (930 more words)Show less
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.

© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in SkillsForUnity/unity-skills~/skills/cinemachine of Besty0728/Unity-Skills.

Open the folder on GitHubat commit ec8aa7c

Compare with similar skills

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More from Besty0728/Unity-Skills

All 82 skills in this repo
  • Unity Skills

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    Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.

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  • Unity Architecture

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    Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.

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  • Unity Batch

    Besty0728/Unity-Skills

    Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.

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  • Unity Behavior

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    Drive Unity Behavior behavior graphs and blackboard variables

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  • Unity Console

    Besty0728/Unity-Skills

    Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.

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Questions about Unity Cinemachine

How do I install Unity Cinemachine in Claude Code?

Run `npx skills add Besty0728/Unity-Skills --skill unity-cinemachine -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/cinemachine in Besty0728/Unity-Skills) into .claude/skills/unity-cinemachine in your project. Claude Code loads it when a task matches its description.

How do I install Unity Cinemachine in Codex?

Run `npx skills add Besty0728/Unity-Skills --skill unity-cinemachine -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/cinemachine in Besty0728/Unity-Skills) into .agents/skills/unity-cinemachine in your project. Codex loads it when a task matches its description.

Can I use Unity Cinemachine in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Besty0728/Unity-Skills --skill unity-cinemachine -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-cinemachine, .gemini/skills/unity-cinemachine, .github/skills/unity-cinemachine and .opencode/skills/unity-cinemachine in your project.

What does Unity Cinemachine need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Cinemachine is instructions for the agent only.

Does Unity Cinemachine access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Cinemachine safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Cinemachine use?

Unity Cinemachine is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Cinemachine use?

About 5.5k tokens (SKILL.md is roughly 22k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unity Cinemachine?

Skills that share tags, products or a category with Unity Cinemachine: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Cinemachine?

Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,815 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 7, 2026.

Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.