unity-camera

unity-camera is a skill for Claude Code from sonereraslan/local-marketplace. It costs 171 tokens per session (3,196 once invoked), scanned A, original, MIT.

A Unity game camera design guide for framing spaces, following players, changing areas, and creating cinematic shots. Unity is a game engine, and Cinemachine is its camera-management system.

In plain words
What is it for?
Use it to plan camera behavior for 2D, 2.5D, and other Unity games, including zone transitions, narrative moments, depth layering, and player-following decisions.
Why use it?
It helps prevent camera movement from feeling confusing or disconnected from the level and story.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the superunity-design plugin — 10 skills, 5 agents shipped together

Good fit Use it to plan camera behavior for 2D, 2.5D, and other Unity games, including zone transitions, narrative moments, depth layering, and player-following decisions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sonereraslan/local-marketplace/unity-camera
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 sonereraslan/local-marketplace --skill unity-camera
Clone the repo
git clone --depth 1 https://github.com/sonereraslan/local-marketplace

Made for: Claude Code.

Or install superunity-design, the plugin that ships this one along with the rest of its 10 skills, 5 agents.

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-camera

README.md
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-camera/github.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-camera)
Your own site
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-camera"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-camera/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-camera

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-camera"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-camera.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 171 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,196 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 $0.00171 $0.03196
Opus 5 $0.00086 $0.01598
Sonnet 5 $0.00034 $0.00639
Haiku 4.5 $0.00017 $0.00320

Measured 9d ago against content hash f2f01690b7ac, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-camera 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.

plugins/superunity-design/skills/unity-camera/SKILL.md · 306 lines

How it starts

The opening of the file, as written. The whole thing — 306 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Camera Designer

The camera is a narrator — it shows the player what matters, hides what should surprise, and breathes with the emotion of each moment

When to Use This Skill

  • Designing how the camera frames a space on entry
  • Planning camera transitions between zones or beats
  • Setting up Cinemachine virtual cameras for any perspective
  • Creating cinematic camera moves for narrative moments
  • Designing depth layering for visual storytelling
  • Deciding when the camera should lead, follow, or hold still

Design the level layout first using unity-level (this plugin). Design visual feedback and screen shake using unity-visual-feedback (this plugin). Design the narrative beat the camera serves using unity-narrative (this plugin).


Core Philosophy

"The Camera is a Narrator, Not a Follower"

In any game, the camera does more than track the player. It reveals spaces, guides attention to important details, and creates emotional framing. A camera that only follows is a camera that tells no story.

Restraint as Default

Most of the time, the camera follows the player simply and predictably. Special camera behavior — reveals, cinematic holds, depth shifts — is reserved for moments that earn it. Overusing camera tricks numbs the player to all of them.

Match the Perspective to the Game

Different genres and perspectives require fundamentally different camera approaches. Define the default camera behavior first, then design the exceptions.


Camera Perspective Guide

Choosing Your Default Camera

Perspective Best for Cinemachine body Key considerations
2D side-scroll Platformer, puzzle Framing Transposer Horizontal look-ahead, vertical damping, confiner bounds
2.5D Side-scroll with 3D depth Framing Transposer Parallax layers, Z-axis dolly for reveals, depth-of-field
Top-down Strategy, twin-stick, zelda-like Transposer (offset Y) Fixed angle, zoom for context, rotation optional
Isometric Tactics, ARPG, city builder Transposer (angled) Fixed rotation or player-rotatable, zoom levels
Third-person Action-adventure, RPG 3rd Person Follow Orbit, collision avoidance, shoulder offset
First-person FPS, horror, immersive sim POV / Hard Lock Head bob, weapon sway, FOV changes for speed

Read the full file on GitHub · 306 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. 9d ago First seen · 306 lines · 171 tokens per session scan A f2f01690b7ac

Subscribe to this mod's changes

unity-camera is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 171 tokens to every session and 3,196 once invoked, about $0.0009 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.