Imported from NullClone/VLiveCameraUnit (
AGENTS.md). Install upstream withnpx skills add NullClone/VLiveCameraUnit. Copyright stays with the author.
VLiveCameraUnit
VLiveCameraUnit is a Unity 6.3+ / Cinemachine 3 package for performing prepared live-camera shots with operator control and reliable composition assistance.
The current goal is a practical manual baseline: create one rig with one action, then author one performer and an ordered motion-preset palette from the rig Inspector. Multiple independent shot cameras are selected from the keyboard. MIDI, recommendation, and automation come after this workflow is proven.
Read first
Use this priority when instructions conflict:
- The user's instruction for the current task.
- This file.
- The relevant document under
Docs/. - The current implementation.
| Task | Source |
|---|---|
| Product direction | Docs/overview.md |
| Runtime design and camera behaviour | Docs/architecture.md, Docs/spec-camera.md |
| Rig creation and Inspector authoring | Docs/spec-setup.md |
| Input and switching | Docs/spec-operation.md, Docs/spec-switching.md |
| Assistance rules | Docs/spec-assistance.md |
| Current implementation phase | Docs/phases.md |
| C# and Inspector style | Docs/code-style.md |
| Delegation, verification, and Git | Docs/workflow.md |
Read only what the task needs. Code comments own local reasons; Docs/ owns
cross-file contracts and product decisions; commit messages own why a change was
made. Do not duplicate the same explanation.
Boundaries
- Use
VLiveKit.Camera,VLiveKit.Camera.Editor, andVLiveKit.Camera.Testsnamespaces. - Keep one CinemachineCamera per shot. Never reconfigure a live camera as another shot.
- Keep the first release manual-first. Do not add MIDI, runtime AI, Preview, compatibility wrappers, or speculative extension layers.
- Keep rig authoring, Program switching, shot playback, and input in separate concrete responsibilities. Do not use this rule to add unused interfaces, services, registries, or factories.
- Before the first stable release, preserve old APIs and serialized assets only when the current task explicitly requires it.
- Do not edit the package-root
README.mdunless the user explicitly asks.
Working rules
- Inspect
git status --shortfirst and preserve unrelated work. - Deliver implementation prompts through chat; do not store them in
Docs/. - Make routine code and Inspector choices autonomously using the smallest useful solution. Ask only when a decision changes product behaviour, data ownership, public API, or destructive scope.
- Do not add unused abstractions or refactor unrelated legacy code.
Project skills live at E:\Unity\Project\MMD\.agents\skills. Every agent and
sub-agent must select applicable skills and read each SKILL.md in full for
itself; a parent's review is not inherited. Use unity-cli for Editor and Unity
asset work, and unity-package-management for external UPM changes.
Code and completion
Follow Docs/code-style.md for all new or touched C# and Editor code. Every
visible serialized field requires a Tooltip, and every user-facing MonoBehaviour
requires a useful CustomEditor before it is production-ready.
Default agent verification is a scoped diff review, Unity import and compile, and a quick Console check. Do not create a test Scene, run extended Play Mode tests, or judge camera composition unless the task explicitly requests it. The user performs visual and operational acceptance in their own Scene.
Stage only approved paths. Do not branch, push, or open a pull request unless explicitly asked. Report changed files, checks, unchecked boundaries, and the commit ID.