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.
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-cinemachinegit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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.
[](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-cinemachine)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-cinemachine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-cinemachine.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00057 | $0.03635 |
| Opus 5 | $0.00028 | $0.01818 |
| Sonnet 5 | $0.00011 | $0.00727 |
| Haiku 4.5 | $0.00006 | $0.00364 |
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 4d 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.
This is a copy
100% identical to unity-cinemachine — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 450 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Cinemachine (Camera System)
Based on Unity 6.3 LTS -- Cinemachine 3.1 package IMPORTANT: Cinemachine 3.x renamed CinemachineVirtualCamera to CinemachineCamera
Core Concepts
Cinemachine procedurally controls the Unity camera at runtime. Compose camera behaviors from reusable components instead of writing custom camera scripts.
Architecture
- CinemachineBrain -- On Main Camera; drives the Unity Camera from the highest-priority active CinemachineCamera
- CinemachineCamera -- Lightweight virtual camera describing desired position, rotation, and lens (replaces CinemachineVirtualCamera from v2)
- Priority System -- Highest-priority enabled CinemachineCamera wins
- Pipeline Stages -- Body (position), Aim (rotation), Noise stages compute the final camera state
Namespace
using Unity.Cinemachine; // Cinemachine 3.x (NOT "using Cinemachine;")
Minimal Setup
- Add
CinemachineBrainto Main Camera - Create GameObject with
CinemachineCamera - Set Follow target and optionally LookAt target
- Add Body/Aim components as needed
using UnityEngine;
using Unity.Cinemachine;
public class CameraSetup : MonoBehaviour
{
[SerializeField] Transform playerTransform;
void Start()
{
var vcam = gameObject.AddComponent<CinemachineCamera>();
vcam.Follow = playerTransform;
vcam.LookAt = playerTransform;
vcam.Priority.Value = 10;
}
}
Camera Setup Patterns
Basic Follow Camera
CinemachineCamera + CinemachineFollow. Set Follow target to player.
// CinemachineFollow provides a simple offset-based follow
var follow = gameObject.AddComponent<CinemachineFollow>();
follow.FollowOffset = new Vector3(0f, 5f, -10f);
follow.Damping = new Vector3(1f, 1f, 1f);
Third-Person Camera
CinemachineThirdPersonFollow for collision-aware third-person cameras.
| Property | Description |
|---|---|
ShoulderOffset |
Offset from follow target in local space |
CameraDistance |
Distance from shoulder point |
CameraSide |
0=left, 0.5=center, 1=right |
CameraRadius |
Collision detection radius |
DampingIntoCollision |
Damping when moving closer due to collision |
DampingFromCollision |
Damping when returning after collision |
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 4d ago First seen · 450 lines · 57 tokens per session scan A a147b22ac41e
unity-cinemachine is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 57 tokens to every session and 3,635 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-cinemachine, differing in 0 lines, and is treated as a copy.
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