Unity-AI-Cinemachine: Instructions file for Claude Code

CLAUDE.md

Unity-AI-Cinemachine CLAUDE.md is an instructions file for Claude Code from IvanMurzak/Unity-AI-Cinemachine. It costs 917 tokens per session, scanned A, original, MIT.

Project instructions for a Unity package that exposes Cinemachine camera controls as MCP tools. Cinemachine is Unity's system for creating and controlling virtual cameras.

In plain words
What is it for?
They are for creating and configuring cameras, follow and look-at targets, camera effects, lenses, blends, and other Cinemachine settings through AI tools.
Why use it?
They document how to build, test, version, and safely modify the package, including Unity-specific rules such as running API calls on the main thread.

Instructions file for Claude Code

Written for Claude Code: the file is CLAUDE.md. Also seen: mentions CLAUDE.md.

This is IvanMurzak/Unity-AI-Cinemachine's own configuration. It tells Claude Code how to work on Unity-AI-Cinemachine itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything Unity-AI-Cinemachine configures →

Reuse

Borrowing it

Nothing to install: this file belongs to IvanMurzak/Unity-AI-Cinemachine. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/IvanMurzak/Unity-AI-Cinemachine/main/CLAUDE.md
Clone the repo
git clone --depth 1 https://github.com/IvanMurzak/Unity-AI-Cinemachine

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for Unity-AI-Cinemachine CLAUDE.md

README.md
[![agentmods](https://agentmods.dev/badge/instructions/ivanmurzak/unity-ai-cinemachine/claude-md.svg)](https://agentmods.dev/instructions/ivanmurzak/unity-ai-cinemachine/claude-md)
Your own site
<a href="https://agentmods.dev/instructions/ivanmurzak/unity-ai-cinemachine/claude-md"><img src="https://agentmods.dev/badge/instructions/ivanmurzak/unity-ai-cinemachine/claude-md.svg" alt="Measured on agentmods" height="20"></a>
Per session 917 This file is loaded in full into every session.
When invoked 917 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00917 $0.00917
Opus 5 $0.00458 $0.00458
Sonnet 5 $0.00183 $0.00183
Haiku 4.5 $0.00092 $0.00092

Measured 7d ago against content hash d8cd5769d1c0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

Unity-AI-Cinemachine CLAUDE.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

CLAUDE.md · 31 lines

How it starts

The opening of the file, as written. The whole thing — 31 lines — stays where its author put it; the contents beside it link to each section on GitHub.

CLAUDE.md

What this is

Unity package com.ivanmurzak.unity.mcp.cinemachine — wraps Cinemachine 3.1.6 (com.unity.cinemachine) and exposes 14 cinemachine-* MCP tools so AI assistants can create cameras, set follow/look-at targets, configure pipeline components (body / aim / noise / lens), manage blends, and modify arbitrary Cinemachine component fields. Built on top of Unity-MCP (com.ivanmurzak.unity.mcp).

Build / run

  • Package source: Unity-Package/Packages/com.ivanmurzak.unity.mcp.cinemachine/ (only this folder ships; Editor tools under Editor/Scripts/Tools/).
  • Version source of truth: Unity-Package/Packages/com.ivanmurzak.unity.mcp.cinemachine/package.json. Bump with .\commands\bump-version.ps1 -NewVersion "x.y.z" (-WhatIf to preview).
  • Update Unity-MCP dependency: .\commands\update-ai-game-developer.ps1 (-WhatIf to preview).
  • Multi-version test rigs: Unity-Tests/{2022.3.62f3,2023.2.22f1,6000.3.1f1}. Tests run inside the Unity Editor (NUnit + [UnityTest]); CI uses game-ci/unity-test-runner@v4. Releases trigger on push to main when the version tag is new.

Critical invariants

  • Main thread only. Every Unity API call inside a tool method MUST be wrapped in MainThread.Instance.Run(() => { ... }) — MCP calls arrive off the main thread. ReflectorNet calls (reflector.Serialize, TryModify) touch Unity objects and must not run off the main thread.
  • Tool attributes. The tool host is one partial class Tool_Cinemachine decorated [AiToolType], split one-op-per-file (Cinemachine.CameraCreate.cs, Cinemachine.SetBody.cs, Cinemachine.Modify.cs, …). Each tool method is decorated [AiTool(<id>, Title=…, …Hint=…)] plus [AiSkillDescription] / [AiSkillBody] (LLM-facing skill copy) and a [Description] (parameter/return docs). Tool IDs are declared as public const string …ToolId = "cinemachine-…".
  • EntityId split. Unity 6.5+ returns UnityEngine.EntityId from GameObject.GetEntityId(); pre-6.5 returns int from GetInstanceID(). Files needing both ship as a *.cs (#if UNITY_6000_5_OR_NEWER) + *.pre-Unity.6.5.cs (#if !UNITY_6000_5_OR_NEWER) pair — e.g. Cinemachine.CameraCreate.cs / Cinemachine.CameraCreate.pre-Unity.6.5.cs. Keep both variants in sync when editing.
  • Generic modify via ReflectorNet. cinemachine-modify applies a SerializedMember diff through reflector.TryModify(ref boxed, data, …) (mirrors the base gameobject-component-modify tool). ReflectorNet resolves the fields channel as FieldInfo and the props channel as PropertyInfo with no cross-fallback — a public field (e.g. CinemachineFollow.FollowOffset) MUST go in fields; a property (e.g. transform.position) MUST go in props. Putting a field under props fails with Property '…' not found or not writable.

Read the full file on GitHub · 31 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 31 lines · 917 tokens per session scan A d8cd5769d1c0

Subscribe to this mod's changes

Unity-AI-Cinemachine CLAUDE.md is an instructions file published in the GitHub repository IvanMurzak/Unity-AI-Cinemachine (11 stars, last pushed 16d ago), licensed MIT. It adds 917 tokens to every session, about $0.0046 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other instructions, from other repositories

next.js AGENTS.md

AGENTS.md instructions for vercel/next.js, covering next.js development guide, codebase structure, monorepo overview, core package: packages/next and other important packages.

vercel/next.js · 7,296 tokens

codex AGENTS.md

AGENTS.md instructions for openai/codex, covering rust/codex-rs, the codex-core crate, code review rules, crate api surface and model visible context.

openai/codex · 5,182 tokens

vscode buildNext.instructions.md

Working notes and architecture documentation for the new esbuild-based build system in build/next. Use when making changes to the new build pipeline (transpile/bundle commands, NLS plugin, source-map handling, resource copying, or self-hosting watch tasks).

microsoft/vscode · 6,785 tokens

vscode oss-third-party-notices.instructions.md

Instructions for microsoft/vscode, covering vs code oss third-party-notices pipeline, architecture, pipeline flow in ci, applying the notice (cutover) and fallback chain (never fail the build).

microsoft/vscode · 5,001 tokens

langchain AGENTS.md

AGENTS.md instructions for langchain-ai/langchain, covering global development guidelines for the langchain monorepo, corridor security analysis, project architecture and context, monorepo structure and development tools & commands.

langchain-ai/langchain · 4,469 tokens

spec-kit AGENTS.md

AGENTS.md instructions for github/spec-kit, covering agents.md, about spec kit and specify, quickstart — add a new integration in 5 steps, integration architecture and integrationmanifest — file tracking.

github/spec-kit · 7,104 tokens