unity-cinemachine
Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.
DeepseekModel
官方收录技能
质量 优秀 · 90
v1.0.0
获取
https://deepseekmodel.com/api/download.php?id=a5c-ai-babysitter-library-specializations-game-development-skills-unity-cinemachine-skill-md&format=skill
下载 .skill
标准格式,含 system_prompt 与 model_config,导入任意 Agent 框架即可使用
.skill 文件中 system_prompt 字段的实际内容。
name unity-cinemachine description Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences. allowed-tools Read, Grep, Write, Bash, Edit, Glob, WebFetch graph {"domains":["domain:gaming"],"specializations":["specialization:game-development"],"skillAreas":["skill-area:gameplay-programming","skill-area:game-engines"],"roles":["role:game-developer"]} Unity Cinemachine Skill Procedural camera system using Unity Cinemachine. Overview This skill provides capabilities for implementing dynamic camera systems using Cinemachine, including virtual cameras, camera blending, and cinematic sequences. Capabilities Virtual Cameras Create virtual cameras for different views Configure follow and look-at targets Set up framing transposers Implement orbital cameras Camera Behaviors Configure noise profiles for shake Implement dead zones and soft zones Set up camera collision Handle screen composition Blending and Transitions Configure blend curves Set up camera priorities Implement cutscenes with Timeline Handle state-driven cameras Advanced Features Create dolly tracks Implement target groups Set up clear shots Configure confiner extensions Prerequisites Unity 2021.3+ Cinemachine package installed Usage Patterns Player Follow Camera // Configure in editor or via script var vcam = GetComponent<CinemachineVirtualCamera>(); vcam.Follow = playerTransform; vcam.LookAt = playerTransform; // Framing Transposer settings var transposer = vcam.GetCinemachineComponent<CinemachineFramingTransposer>(); transposer.m_ScreenX = 0.5f ; transposer.m_ScreenY = 0.4f ; Camera Shake public void TriggerShake ( float intensity, float duration ) { var noise = vcam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>(); noise.m_AmplitudeGain = intensity; StartCoroutine(ResetShake(duration)); } Best Practices Use virtual cameras for game states Configure proper priorities Test camera transitions Use Timeline for cutscenes Profile camera updates References Cinemachine Documentation
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该技能未提供触发词。
下载的 .skill 包内含以下字段。
| 字段 | 说明 |
|---|---|
| format | 格式标识(skill/v1) |
| skill_id | 技能唯一 ID |
| name | 技能名称 |
| version | 版本号 |
| description | 技能描述 |
| category | 所属分类(数组) |
| trigger_words | 触发词列表 |
| tags | 标签列表 |
| source | 来源标识 |
| source_url | 来源链接(本页地址) |
| exported_at | 导出时间(每次下载生成) |
| system_prompt | 系统提示词正文 |
| model_config | 模型参数:provider / model / temperature / max_tokens / top_p |
| examples | 示例 |
| install_guide | 各平台导入说明(Coze / Dify / Claude / 自定义框架) |