About unity-cinemachine
A skill module for creating, inspecting, and tuning Cinemachine cameras in Unity. Its reflection adapter supports Cinemachine 2.x and 3.x.
Key features
- 01Create virtual and mixing cameras
- 02Set follow, look-at, and lens values
- 03Configure Body, Aim, Noise, and extensions
- 04Manage target groups, splines, and camera states
- 05Inspect virtual cameras and Brain information
Use cases
- 01Set up character follow and look-at cameras
- 02Adjust lens FOV, noise, and projection mode
- 03Switch child cameras by animation state
- 04Frame multiple targets with a target group
MCP support
The module exposes Cinemachine camera inspection, creation, and configuration skills to MCP clients. In Approval mode, creation and configuration operations require user approval.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ besty0728/ unity-skills --skill unity-cinemachineAfter installing, type/unity-cinemachinein Claude Code to confirm it loaded.
Details
From the project READMEBefore 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_createdoes not exist → usecinemachine_create_vcamfor virtual camerascinemachine_set_target/cinemachine_set_follow/cinemachine_set_lookatdo not exist → usecinemachine_set_targets(sets both Follow and LookAt in one call)cinemachine_add_braindoes not exist → CinemachineBrain is auto-added to Main Camera on first VCam creation- Cinemachine 2.x uses
CinemachineVirtualCamera; Cinemachine 3.x usesCinemachineCamera— skills handle this automatically
Additional compatibility notes:
- CM3 priority access should use
Priority.Valueas the lowest common API when writing compatibility code. - Early CM3 previews before
3.0.0-pre.5changed core camera APIs significantly and are outside the current support baseline.
Routing:
- For basic Game Camera operations → use
cameramodule - For Scene View camera → use
cameramodule'scamera_set_transform/camera_look_at - For camera animation sequences → use
timelinemodule 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 withoutpropertyName, routes tocinemachine_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_componentinstead 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 lensModeOverride, i.e. the projection mode this VCam pushes to the Unity Camera when it goes live. Case-insensitive; valid values areNone(leave the Camera's own projection alone),Orthographic,PerspectiveandPhysical. Omitting it leaves the existingModeOverrideuntouched.
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(defaultEaseInOut).time(float): Blend duration in seconds (default2).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 (seecinemachine_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): IgnoreTime.timeScalefor 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 (defaultfalse).
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 (default2).blendStyle(string): Blend style to use entering this child (defaultEaseInOut).blendTime(float): Blend duration in seconds (default2).
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):SphereorThreeRing.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
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.