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unity-cinemachine
Use when users want to create cinematic cameras, set follow/look targets, or configure camera behaviors.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when users want to create cinematic cameras, set follow/look targets, or configure camera behaviors.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
| name | unity-cinemachine |
| description | Use when users want to create cinematic cameras, set follow/look targets, or configure camera behaviors. |
com.unity.cinemachine (≥ 3.1). Recipes target Cinemachine 3 API only (CinemachineCamera, Priority.Value). If the package is missing, install via Unity_PackageManager_ExecuteAction with operation=Add, package=com.unity.cinemachine, version=3.1.6.Control Cinemachine virtual cameras, brains, extensions, and blend settings.
DO NOT (common hallucinations):
cinemachine_create does not exist → use cinemachine_create_vcam for virtual camerascinemachine_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 CameraCinemachineCamera (CM3), not CinemachineVirtualCamera (CM2). Priority reads/writes go through .Priority.Value.Routing:
camera modulecamera module's camera_set_transform/camera_look_attimeline module with Cinemachine trackcinemachine_create_vcamCreate a new Virtual Camera. Parameters:
name (string): Name of the VCam GameObject.folder (string): Parent folder path (default: "Assets/Settings").cinemachine_inspect_vcamDeeply 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_propertySet 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_targetsSet 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_componentSwitch VCam pipeline component (Body/Aim/Noise). Parameters:
vcamName (string): Name of the VCam.stage (string): "Body", "Aim", or "Noise".componentType (string): Type name (e.g. "OrbitalFollow", "Composer") or "None" to remove.cinemachine_add_componentDEPRECATED — 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_lensQuickly configure Lens settings (FOV, Near, Far, OrthoSize). Parameters:
vcamName (string): Name of the VCam.fov (float, optional): Field of View.nearClip (float, optional): Near Clip Plane.farClip (float, optional): Far Clip Plane.orthoSize (float, optional): Orthographic Size.cinemachine_list_componentsList all available Cinemachine component names. Parameters:
cinemachine_impulse_generateTrigger 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_infoGet info about the Active Camera and Blend. Parameters:
cinemachine_create_target_groupCreate a CinemachineTargetGroup. Parameters:
name (string): Name of the new TargetGroup GameObject.cinemachine_target_group_add_memberAdd or update a member in a TargetGroup. Parameters:
groupName (string): Name of the TargetGroup.targetName (string): Name of the member GameObject.weight (float): Member weight (default 1).radius (float): Member radius (default 1).cinemachine_target_group_remove_memberRemove a member from a TargetGroup. Parameters:
groupName (string): Name of the TargetGroup.targetName (string): Name of the member GameObject.cinemachine_set_splineAssign a SplineContainer to a VCam's SplineDolly component (Body stage). Parameters:
vcamName (string): Name of the VCam.splineName (string): Name of the GameObject with SplineContainer.cinemachine_add_extensionAdd a CinemachineExtension to a VCam. Parameters:
vcamName (string): Name of the VCam.extensionName (string): Type name of the extension (e.g., "CinemachineStoryboard", "CinemachineImpulseListener").cinemachine_remove_extensionRemove a CinemachineExtension from a VCam. Parameters:
vcamName (string): Name of the VCam.extensionName (string): Type name of the extension.cinemachine_set_activeForce activation of a VCam (SOLO) by setting highest priority. Parameters:
vcamName (string): Name of the VCam to activate.cinemachine_create_mixing_cameraCreate a Cinemachine Mixing Camera. Parameters:
name (string): Name of the new GameObject.cinemachine_mixing_camera_set_weightSet the weight of a child camera within a Mixing Camera. Parameters:
mixerName (string): Name of the Mixing Camera.childName (string): Name of the child VCam.weight (float): Weight value (usually 0.0 to 1.0).cinemachine_create_clear_shotCreate a Cinemachine Clear Shot Camera. Parameters:
name (string): Name of the new GameObject.cinemachine_create_state_driven_cameraCreate 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_instructionAdd a state mapping instruction to a State Driven Camera. Parameters:
cameraName (string): Name of the State Driven Camera.stateName (string): Name of the animation state (e.g., "Run").childCameraName (string): Name of the child VCam to activate for this state.minDuration (float, optional): Minimum duration in seconds.activateAfter (float, optional): Delay in seconds before activation.cinemachine_set_noiseConfigure Noise settings (Basic Multi Channel Perlin). Parameters:
vcamName (string): Name of the VCam.amplitudeGain (float): Noise Amplitude.frequencyGain (float): Noise Frequency.cinemachine_set_prioritySet 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_blendSet 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_brainConfigure 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_sequencerCreate 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_instructionAdd a child camera instruction to a Sequencer/BlendList camera. Parameters:
sequencerName (string, optional): Sequencer camera name. Provide one of name/instanceId/path.sequencerInstanceId (int, optional): Sequencer Instance ID.sequencerPath (string, optional): Sequencer hierarchy path.childCameraName (string, optional): Child VCam name. Provide one of name/instanceId/path.childInstanceId (int, optional): Child VCam Instance ID.childPath (string, optional): Child VCam hierarchy path.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).cinemachine_create_freelookCreate 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_managerConfigure ClearShot/StateDriven/Sequencer camera manager properties in one call. Applies only the properties whose matching component exists on the target. 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_bodyConfigure the Body stage component (Follow, OrbitalFollow, ThirdPersonFollow, PositionComposer, FramingTransposer, etc.) in one call. Only fields matching the active component are applied. 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_aimConfigure the Aim stage component (RotationComposer, Composer, PanTilt, POV, etc.) in one call. Only fields matching the active component are applied. 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_extensionConfigure a Cinemachine extension (CinemachineConfiner, CinemachineDeoccluder/Collider, CinemachineFollowZoom, CinemachineGroupFraming, etc.). If extensionName is omitted, the first extension on the VCam is used.
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_sourceConfigure 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.Recipe path rule: ../../recipes/cinemachine/<command>.md