unity-cinemachine

unity-cinemachine is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 57 tokens per session (3,635 once invoked), scanned A, a copy of unity-cinemachine, MIT.

A guide to Cinemachine, Unity's system for controlling cameras with reusable follow, aiming, blending, shake, and state-based behaviors. A virtual camera describes the desired view while Cinemachine drives the real camera.

In plain words
What is it for?
Use it to create follow cameras, FreeLook cameras, camera blends, camera shake, and cameras that change with game states.
Why use it?
It reduces the amount of custom camera code needed for common game views and transitions. It also explains how camera priority and behavior components determine the final view.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create follow cameras, FreeLook cameras, camera blends, camera shake, and cameras that change with game states.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-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 IdoCohen560/claude-unity-game-studio --skill unity-cinemachine
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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-cinemachine

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-cinemachine.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-cinemachine)
Your own site
<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>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,635 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 100% copy Near-identical to another mod 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 $0.00057 $0.03635
Opus 5 $0.00028 $0.01818
Sonnet 5 $0.00011 $0.00727
Haiku 4.5 $0.00006 $0.00364

Measured 4d ago against content hash a147b22ac41e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 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.

Origin

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.

examples/my-first-game/.claude/skills/unity-cinemachine/SKILL.md · 450 lines

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

  1. CinemachineBrain -- On Main Camera; drives the Unity Camera from the highest-priority active CinemachineCamera
  2. CinemachineCamera -- Lightweight virtual camera describing desired position, rotation, and lens (replaces CinemachineVirtualCamera from v2)
  3. Priority System -- Highest-priority enabled CinemachineCamera wins
  4. 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

  1. Add CinemachineBrain to Main Camera
  2. Create GameObject with CinemachineCamera
  3. Set Follow target and optionally LookAt target
  4. 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

Read the full file on GitHub · 450 lines

Files

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.

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. 4d ago First seen · 450 lines · 57 tokens per session scan A a147b22ac41e

Subscribe to this mod's changes

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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