# Unity Cinemachine

> Use to audit Cinemachine / camera rigs: package presence, virtual cameras, and prefab usage (Unity 6 productivity / storytelling stack).

- Skill: `rachitkumarrastogi/unity-cinemachine` (Agent Skill)
- Install (CLI): `npx skillmds@latest add rachitkumarrastogi/unity-cinemachine`
- Raw SKILL.md: https://api.skillmd.com/api/skills/rachitkumarrastogi/unity-cinemachine/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Security
- Author: rachitkumarrastogi (https://skillmd.com/u/rachitkumarrastogi)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/rachitkumarrastogi/unity-cinemachine

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# Cinemachine

## Discovery

1. `list_cinemachine_assets` — package + vcam assets/prefabs
2. `list_timeline_playables` — cinematics often drive CM via Timeline
3. `get_feature_set_inference` — Gameplay & Storytelling feature set
4. `find_scripts_by_content` — `CinemachineBrain`, `CinemachineCamera`

## Checklist

- One Brain per main camera; avoid fighting multiple brains.
- Prefer CM 3.x component names if on Unity 6 packages; note legacy VirtualCamera assets.
- Timeline + Impulse + extensions should be version-aligned with the CM package.
- Mobile: watch post-process volume cost on stacked cameras.

## Related

- `unity-animation-controller-audit`, `unity-urp-hdrp-render-audit`

