unity-cinemachine
Skill32 starsChanged 59 days agoMITView on GitHub
Unity 6 Cinemachine camera system guide. Use when working with virtual cameras, camera blending, follow cameras, FreeLook, camera shake, or state-driven cameras. Covers Cinemachine 3.x API. Based on Unity 6.3 LTS documentation.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- rachitkumarrastogi/unity-mcp-servertheir own version, first seen Nov 8, 2026
- batihandev/unity-mcp-skillstheir own version, first seen Nov 8, 2026
Other versions2 projects use a version of this.
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Wrote their own version · 2
- batihandev/unity-mcp-skills★ 7same name
- rachitkumarrastogi/unity-mcp-server★ 5same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository34 other files it gives its agents.
- unity-2dSkill
- unity-3d-mathSkill
- unity-ai-navigationSkill
- unity-animationSkill
- unity-async-patternsSkill
- unity-audioSkill
- unity-data-drivenSkill
- unity-ecs-dotsSkill
- unity-editor-toolsSkill
- unity-foundationsSkill
- unity-game-architectureSkill
- unity-game-loopSkill
- unity-graphicsSkill
- unity-input-correctnessSkill
- unity-inputSkill
- unity-level-designSkill
- unity-lifecycleSkill
- unity-lighting-vfxSkill
- unity-multiplayerSkill
- unity-npc-behaviorSkill
- unity-packages-servicesSkill
- unity-performanceSkill
- unity-physics-queriesSkill
- unity-physicsSkill
- unity-platformsSkill
- unity-procedural-genSkill
- unity-save-systemSkill
- unity-scene-assetsSkill
- unity-scriptingSkill
- unity-state-machinesSkill
- unity-testingSkill
- unity-ui-patternsSkill
- unity-uiSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 1 is distinctive, and 5 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 33
Add CinemachineBrain to Main Camera
- Very specific: line 34
Create GameObject with CinemachineCamera
- Distinctive: line 36
Add Body/Aim components as needed
- Very specific: line 187
Create a parent GameObject with CinemachineStateDrivenCamera
- Very specific: line 188
Add child GameObjects, each with CinemachineCamera
- Very specific: line 263
Add this component alongside CinemachineOrbitalFollow or CinemachinePanTilt.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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 |
Orbital / FreeLook Camera
CinemachineOrbitalFollow for orbit-around-target cameras controlled by player input. In Cinemachine 3.x, FreeLook is no longer a separate component -- use CinemachineCamera + CinemachineOrbitalFollow + CinemachineInputAxisController.
var orbital = gameObject.AddComponent<CinemachineOrbitalFollow>();
orbital.OrbitStyle = CinemachineOrbitalFollow.OrbitStyles.ThreeRing;
orbital.Radius = 5f;
// Add CinemachineInputAxisController to wire Input System actions
gameObject.AddComponent<CinemachineInputAxisController>();2D Camera
CinemachinePositionComposer with dead zones and damping for smooth 2D tracking.
var composer = gameObject.AddComponent<CinemachinePositionComposer>();
composer.Damping = new Vector3(1f, 0.5f, 0f);
composer.DeadZoneWidth = 0.1f;
composer.DeadZoneHeight = 0.1f;
composer.ScreenPosition = new Vector2(0.5f, 0.5f);
composer.CameraDistance = 10f; // orthographic distanceBody Components (Position Tracking)
Body components control how the camera position follows the target. Add one Body component per CinemachineCamera.
| Component | Use Case |
CinemachineFollow | Simple offset follow with damping |
CinemachineThirdPersonFollow | Collision-aware third-person |
CinemachineOrbitalFollow | Orbit around target (FreeLook style) |
CinemachinePositionComposer | Screen-space framing with dead zones |
CinemachineHardLockToTarget | Snap position exactly to target (no damping) |
CinemachineTrackedDolly | Follow a SplineContainer path |
CinemachineTrackedDolly
Moves the camera along a SplineContainer path. Useful for cutscene rails, racing games, or side-scrollers.
var dolly = gameObject.AddComponent<CinemachineTrackedDolly>();
dolly.SplinePath = splineContainer;
dolly.AutoDolly.Enabled = true; // auto-position along spline
dolly.CameraPosition = 0.5f; // 0..1 position on spline
dolly.Damping = new Vector3(1f, 1f, 1f);Aim Components (Rotation)
Aim components control how the camera rotates toward its LookAt target. Add one Aim component per CinemachineCamera.
| Component | Use Case |
CinemachineRotationComposer | Soft-zone aim with dead zones and damping |
CinemachineHardLookAt | Always face target exactly (no damping) |
CinemachinePanTilt | Manual pan/tilt via input axes (first-person) |
CinemachineGroupFraming | Auto-frame a CinemachineTargetGroup |
CinemachinePanTilt
For first-person or manual-aim cameras:
var panTilt = gameObject.AddComponent<CinemachinePanTilt>();
panTilt.TiltAxis.Range = new Vector2(-70f, 70f); // clamp vertical lookCamera Blending
CinemachineBrain handles smooth transitions automatically.
Blend Styles
| Style | Description |
Cut | Instant switch |
EaseInOut | Smooth acceleration/deceleration (most common) |
EaseIn / EaseOut | One-sided easing |
HardIn / HardOut | Hard start or end |
Linear | Constant speed |
Custom | User-defined AnimationCurve |
Switching Cameras
// Priority-based: Brain blends to highest priority
closeUpCamera.Priority.Value = 20;
wideCamera.Priority.Value = 10;
// Or enable/disable GameObjects -- Brain blends automatically
closeUpCamera.gameObject.SetActive(true);
wideCamera.gameObject.SetActive(false);Custom per-camera-pair blends use a CinemachineBlenderSettings asset assigned to CinemachineBrain.CustomBlends.
State-Driven Cameras
CinemachineStateDrivenCamera maps Animator states to child CinemachineCameras. When the Animator transitions, the corresponding camera activates automatically.
Setup
- Create a parent GameObject with
CinemachineStateDrivenCamera - Add child GameObjects, each with
CinemachineCamera - Assign the Animator that drives the state transitions
- Map each Animator state to a child camera in the Inspector
Use Cases
- Combat -- Switch to over-shoulder cam when entering Combat Animator state
- Vehicles -- Different cameras for driving vs. reversing
- Stealth -- Wider FOV when in Crouch state
- Dialogue -- Close-up camera for conversation states
Camera Shake (Impulse System)
| Component | Role |
CinemachineImpulseSource | Generates impulse signal at a position |
CinemachineImpulseListener | Receives impulse on a CinemachineCamera |
Generating Impulse
using UnityEngine;
using Unity.Cinemachine;
public class ExplosionShake : MonoBehaviour
{
[SerializeField] CinemachineImpulseSource impulseSource;
public void Explode()
{
impulseSource.GenerateImpulse(); // default velocity
impulseSource.GenerateImpulse(3f); // scaled intensity
impulseSource.GenerateImpulse(Vector3.up); // directional
}
}Listener Properties
| Property | Description |
Gain | Impulse multiplier (0=ignore, 1=full) |
Use2DDistance | Use 2D distance for falloff |
ChannelMask | Which impulse channels to receive |
Noise (Procedural Shake)
CinemachineBasicMultiChannelPerlin adds continuous procedural noise (handheld feel, idle breathing).
| Profile | Use Case |
6D Shake | Full positional + rotational |
Handheld_normal_mild | Subtle handheld |
Handheld_normal_strong | Pronounced handheld |
CinemachineTargetGroup
Frame multiple targets with a single camera.
var group = gameObject.AddComponent<CinemachineTargetGroup>();
group.Targets = new CinemachineTargetGroup.Target[]
{
new() { Object = player.transform, Weight = 1f, Radius = 1f },
new() { Object = enemy.transform, Weight = 0.5f, Radius = 1f }
};
// Add CinemachineGroupFraming to the camera for auto-framingInput Handling
Cinemachine 3.x uses InputAxis for camera control input. It integrates with Unity's Input System package.
CinemachineInputAxisController
Add this component alongside CinemachineOrbitalFollow or CinemachinePanTilt. It auto-discovers axes on sibling components and connects Input System actions.
Custom Input Provider
using UnityEngine;
using Unity.Cinemachine;
using System.Collections.Generic;
public class CustomCameraInput : MonoBehaviour, IInputAxisOwner
{
[SerializeField] InputAxis horizontalAxis;
[SerializeField] InputAxis verticalAxis;
public void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
{
axes.Add(new IInputAxisOwner.AxisDescriptor
{
DrivenAxis = () => ref horizontalAxis,
Name = "Horizontal"
});
axes.Add(new IInputAxisOwner.AxisDescriptor
{
DrivenAxis = () => ref verticalAxis,
Name = "Vertical"
});
}
}Common Patterns
Third-Person with Collision Avoidance
var vcam = gameObject.AddComponent<CinemachineCamera>();
vcam.Follow = player; vcam.LookAt = player;
var tpFollow = gameObject.AddComponent<CinemachineThirdPersonFollow>();
tpFollow.ShoulderOffset = new Vector3(0.5f, 0f, 0f);
tpFollow.CameraDistance = 4f;
tpFollow.CameraSide = 1f;
tpFollow.CameraRadius = 0.2f;
var rotComposer = gameObject.AddComponent<CinemachineRotationComposer>();
rotComposer.Damping = new Vector2(0.5f, 0.5f);Switching Cameras on Trigger Zones
using UnityEngine;
using Unity.Cinemachine;
public class CameraTriggerZone : MonoBehaviour
{
[SerializeField] CinemachineCamera zoneCamera;
[SerializeField] int activePriority = 20;
[SerializeField] int inactivePriority = 0;
void Start() => zoneCamera.Priority.Value = inactivePriority;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
zoneCamera.Priority.Value = activePriority;
}
void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
zoneCamera.Priority.Value = inactivePriority;
}
}Cutscene Camera Sequence
using UnityEngine;
using Unity.Cinemachine;
using System.Collections;
public class CutsceneSequence : MonoBehaviour
{
[SerializeField] CinemachineCamera[] cameras;
[SerializeField] float[] durations;
public IEnumerator PlayCutscene()
{
for (int i = 0; i < cameras.Length; i++)
{
foreach (var cam in cameras) cam.Priority.Value = 0;
cameras[i].Priority.Value = 100;
yield return new WaitForSeconds(durations[i]);
}
}
}Split-Screen Setup
// Each player: separate Camera + CinemachineBrain + CinemachineCamera
// Camera 1: Viewport Rect (0, 0, 0.5, 1) -- left half
// Camera 2: Viewport Rect (0.5, 0, 0.5, 1) -- right half
brain1.ChannelMask = OutputChannels.Channel01;
brain2.ChannelMask = OutputChannels.Channel02;
player1Cam.OutputChannel = OutputChannels.Channel01;
player2Cam.OutputChannel = OutputChannels.Channel02;Camera Shake on Explosion
[SerializeField] CinemachineImpulseSource impulseSource;
[SerializeField] float shakeForce = 5f;
public void Detonate()
{
impulseSource.GenerateImpulse(shakeForce);
}Anti-Patterns
| Anti-Pattern | Do This Instead |
Using CinemachineVirtualCamera (v2) | CinemachineCamera |
using Cinemachine; namespace | using Unity.Cinemachine; |
Modifying Camera.main.transform directly | Modify the CinemachineCamera; Brain drives the Camera |
| All cameras at same priority | Give distinct priorities |
| No CinemachineBrain on Main Camera | Always add CinemachineBrain |
Manual Lerp for camera transitions | Use priority switching; Brain handles blending |
CinemachineTransposer (v2) | CinemachineFollow |
CinemachineComposer (v2) | CinemachineRotationComposer |
CinemachineFramingTransposer (v2) | CinemachinePositionComposer |
Key API Quick Reference
| Class | Purpose |
CinemachineCamera | Virtual camera (was CinemachineVirtualCamera) |
CinemachineBrain | Drives Unity Camera from active virtual camera |
CinemachineFollow | Offset body (was CinemachineTransposer) |
CinemachineThirdPersonFollow | Collision-aware third-person body |
CinemachineOrbitalFollow | Orbit body for FreeLook |
CinemachinePositionComposer | Screen-space framing (was FramingTransposer) |
CinemachineTrackedDolly | Follow a Spline path |
CinemachineRotationComposer | Soft-zone aim (was CinemachineComposer) |
CinemachineHardLookAt | Snap aim to target |
CinemachinePanTilt | Manual pan/tilt aim |
CinemachineGroupFraming | Auto-frame target group |
CinemachineImpulseSource | Generate camera shake |
CinemachineImpulseListener | Receive shake on camera |
CinemachineBasicMultiChannelPerlin | Continuous procedural noise |
CinemachineStateDrivenCamera | Map Animator states to cameras |
CinemachineTargetGroup | Group multiple targets |
CinemachineBlenderSettings | Custom blend definitions |
CinemachineInputAxisController | Connect Input System to axes |
ICinemachineCamera | Interface for virtual cameras |
v2 to v3 Migration Reference
| Cinemachine 2.x | Cinemachine 3.x |
CinemachineVirtualCamera | CinemachineCamera |
CinemachineFreeLook | CinemachineCamera + CinemachineOrbitalFollow |
CinemachineTransposer | CinemachineFollow |
CinemachineComposer | CinemachineRotationComposer |
CinemachineFramingTransposer | CinemachinePositionComposer |
CinemachinePOV | CinemachinePanTilt |
CinemachineGroupComposer | CinemachineGroupFraming |
using Cinemachine | using Unity.Cinemachine |
m_Follow / m_LookAt | Follow / LookAt |
m_Priority | Priority.Value |
Related Skills
- For animation state machines, see
unity-animation - For rendering/cameras, see
unity-graphics - For Timeline, see
unity-animationreferences/timeline.md - For input system integration, see
unity-input
Additional Resources
- See references/cinemachine-api.md
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