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Cinemachine

skill-xeldaralz-everything-claude-unity-cinemachine · by XeldarAlz

Cinemachine camera system — virtual cameras, FreeLook, blending, noise profiles, state-driven cameras, confiner, follow/aim behaviors.

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Install

$ agentstack add skill-xeldaralz-everything-claude-unity-cinemachine

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Cinemachine

Setup

  1. Add CinemachineBrain component to Main Camera
  2. Create Virtual Cameras — Brain auto-blends to highest priority

Virtual Camera Components

Body (follow):

  • Transposer — 3D offset follow (configurable damping)
  • Framing Transposer — 2D/screen-space follow (dead zone, soft zone)
  • Orbital Transposer — orbit around target (user input rotates)
  • Tracked Dolly — follow a path

Aim (look at):

  • Composer — keep target in frame with dead/soft zones
  • Group Composer — frame a group of targets
  • Hard Look At — no damping, instant look
  • POV — player-controlled rotation (FPS)

Common Setups

2D Platformer Camera

Virtual Camera:
  Body: Framing Transposer
    - Screen X/Y: 0.5 (center)
    - Dead Zone Width: 0.1, Height: 0.1
    - Damping: X=1, Y=0.5
  Follow: Player Transform
  Add Extension: CinemachineConfiner2D
    - Bounding Shape: PolygonCollider2D (room bounds)

3D Third-Person Camera

FreeLook Camera:
  Follow: Player Transform
  Look At: Player Head/Chest
  Top/Middle/Bottom Rig:
    - Height, Radius per rig
    - Composer aim in each rig
  X Axis: Input from mouse/stick (orbiting)
  Y Axis: Input from mouse/stick (elevation)

State-Driven Camera (Animator)

State-Driven Camera:
  Animated Target: Player Animator
  States:
    Idle → VCam_Idle (wide shot)
    Run → VCam_Run (further back)
    Combat → VCam_Combat (over shoulder)

Camera Blending

  • Default blend: 2 seconds, EaseInOut
  • Custom blends per transition (from VCam A to VCam B)
  • Cut (0 seconds) for instant switches

Cinemachine Impulse (Screen Shake)

// Source: generates impulse
[SerializeField] private CinemachineImpulseSource _impulseSource;

public void OnExplosion()
{
    _impulseSource.GenerateImpulse();
}

Add CinemachineImpulseListener extension to virtual cameras that should respond.

Noise (Handheld Feel)

Add CinemachineBasicMultiChannelPerlin to virtual camera:

  • Profile: 6D Shake or Handheld_normal_mild
  • Amplitude/Frequency for intensity

Code Control

// Switch cameras by priority
_combatCamera.Priority = 20; // Higher = active
_exploreCamera.Priority = 10;

// Change follow target
_virtualCamera.Follow = newTarget;
_virtualCamera.LookAt = newTarget;

Confiner

  • 2D: CinemachineConfiner2D + PolygonCollider2D (set collider to trigger, non-physics layer)
  • 3D: CinemachineConfiner + BoxCollider or MeshCollider volume

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.