unity-cinemachine

unity-cinemachine is a skill for Claude Code, Codex from batihandev/unity-mcp-skills. It costs 24 tokens per session (4,318 once invoked), scanned A, original, MIT.

A set of tools for configuring Cinemachine 3, Unity's system for virtual cameras, camera targets, behaviors, and transitions.

In plain words
What is it for?
Use it to create virtual cameras, set follow and look-at targets, configure camera brains, extensions, priorities, and blends. Camera movement sequences use Timeline tools.
Why use it?
It provides the required Cinemachine 3 operations and helps avoid using outdated Cinemachine 2 names or unsupported camera commands.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create virtual cameras, set follow and look-at targets, configure camera brains, extensions, priorities, and blends. Camera movement sequences use Timeline tools.

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Install with agentmods
npx agentmods add skills/batihandev/unity-mcp-skills/cinemachine
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add batihandev/unity-mcp-skills --skill cinemachine
Clone the repo
git clone --depth 1 https://github.com/batihandev/unity-mcp-skills

Made for: Claude Code, Codex.

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-cinemachine

README.md
[![agentmods](https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/cinemachine/github.svg)](https://agentmods.dev/skills/batihandev/unity-mcp-skills/cinemachine)
Your own site
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/cinemachine"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/cinemachine/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-cinemachine

Your own site · 80×15
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/cinemachine"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/cinemachine.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 24 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,318 The whole file, excluding the scripts and references it only reads on demand.
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 $0.00024 $0.04318
Opus 5 $0.00012 $0.02159
Sonnet 5 $0.00005 $0.00864
Haiku 4.5 $0.00002 $0.00432

Measured 9d ago against content hash 195b5977c3d2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-cinemachine 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 9d 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.

skills/cinemachine/SKILL.md · 353 lines

How it starts

The opening of the file, as written. The whole thing — 353 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cinemachine Skills

Requirements

  • 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.

Overview

Control Cinemachine virtual cameras, brains, extensions, and blend settings.

Common Mistakes

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
  • The runtime type is CinemachineCamera (CM3), not CinemachineVirtualCamera (CM2). Priority reads/writes go through .Priority.Value.

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.

Read the full file on GitHub · 353 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. 9d ago First seen · 353 lines · 24 tokens per session scan A 195b5977c3d2

Subscribe to this mod's changes

unity-cinemachine is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 1mo ago), licensed MIT. It adds 24 tokens to every session and 4,318 once invoked, about $0.0001 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 2026-08-31.

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