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Unity Cinemachine

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Besty0728
unity-cinemachine

Set up Cinemachine Virtual Cameras

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-cinemachine
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Cinemachine AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Cinemachine in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Cinemachine on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Cinemachine is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Creating or tuning Cinemachine cameras
  • Configuring follow/look-at/noise
  • Building cinematic camera behavior
  • 创建或调校 Cinemachine 相机、设置跟随/注视/噪声、构建运镜效果

Cinemachine Skills

Control Cinemachine Virtual Cameras and brain settings. Works with Cinemachine 2.x and 3.x through a runtime reflection adapter (CinemachineAdapter / CinemachineSkills).

Operating Mode

  • Approval:查询类 skill(cinemachine_inspect_vcam / cinemachine_list_components / cinemachine_get_brain_info,源码标 SkillMode.SemiAuto)直接执行;其余配置/创建类(cinemachine_create_vcam / cinemachine_set_targets / cinemachine_set_lens / cinemachine_configure_body / cinemachine_configure_aim 等,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:未被禁列表拦截的 skill 直接执行。
  • 本模块含 Delete 类 skillcinemachine_set_component(替换/移除 pipeline component)、cinemachine_target_group_remove_membercinemachine_remove_extension 标记为 SkillOperation.Delete,被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。
  • 包依赖:必须安装 com.unity.cinemachine 包(CM 2.x 或 3.x)。未安装时所有 skill 返回 { error = "Cinemachine is not installed. Install Cinemachine 2.x or 3.x via Package Manager." } 的 stub —— 调用方应先用 package_* 系列 skill 确认安装状态。
  • 反射脆弱性:CM2 ↔ CM3 之间 API 名变化大(CinemachineVirtualCameraCinemachineCameraCinemachineComponentBase 改名等)。本模块通过 CinemachineAdapter 反射桥接,遇 CM 早期预览版(< 3.0.0-pre.5)可能因 API 漂移返回失败 —— 优先用 cinemachine_inspect_vcam 探测当前可用字段,再决定 propertyName

DO NOT (common hallucinations):

  • cinemachine_create does not exist → use cinemachine_create_vcam for virtual cameras
  • cinemachine_set_target / cinemachine_set_follow / cinemachine_set_lookat do not exist → use cinemachine_set_targets (sets both Follow and LookAt in one call)
  • cinemachine_add_brain does not exist → CinemachineBrain is auto-added to Main Camera on first VCam creation
  • Cinemachine 2.x uses CinemachineVirtualCamera; Cinemachine 3.x uses CinemachineCamera — skills handle this automatically

Additional compatibility notes:

  • CM3 priority access should use Priority.Value as the lowest common API when writing compatibility code.
  • Early CM3 previews before 3.0.0-pre.5 changed core camera APIs significantly and are outside the current support baseline.

Routing:

  • For basic Game Camera operations → use camera module
  • For Scene View camera → use camera module's camera_set_transform/camera_look_at
  • For camera animation sequences → use timeline module with Cinemachine track

Skills

cinemachine_create_vcam

Create a new Virtual Camera. Parameters:

  • name (string): Name of the VCam GameObject.
  • folder (string): Parent folder path (default: "Assets/Settings").

cinemachine_inspect_vcam

Deeply inspect a VCam, returning fields and tooltips. Parameters:

  • vcamName (string, optional): Name of the VCam GameObject.
  • instanceId (int, optional): VCam instance ID.
  • path (string, optional): VCam hierarchy path.

cinemachine_set_vcam_property

Set any property on VCam or its pipeline components. Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • componentType (string): "Main" (VCam itself), "Lens", or Component name (e.g. "OrbitalFollow").
  • propertyName (string): Field or property name.
  • value (object): New value.
  • fov (float, optional): Lens FOV shortcut. When supplied without propertyName, routes to cinemachine_set_lens.
  • nearClip (float, optional): Lens near clip shortcut.
  • farClip (float, optional): Lens far clip shortcut.
  • orthoSize (float, optional): Lens orthographic size shortcut.

cinemachine_set_targets

Set Follow and LookAt targets. Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID (preferred for precision).
  • path (string, optional): VCam hierarchy path.
  • followName (string, optional): GameObject name to follow.
  • lookAtName (string, optional): GameObject name to look at.

cinemachine_set_component

Switch VCam pipeline component (Body/Aim/Noise). Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • stage (string): "Body", "Aim", or "Noise".
  • componentType (string): Type name (e.g. "OrbitalFollow", "Composer") or "None" to remove.

cinemachine_add_component

DEPRECATED — Use cinemachine_set_component instead for proper pipeline control (Body/Aim/Noise stages). Add a Cinemachine component (legacy, supports CM2 and CM3). Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • componentType (string): Type name (e.g., "OrbitalFollow").

cinemachine_set_lens

Quickly configure Lens settings (FOV, Near, Far, OrthoSize) and the projection ModeOverride. Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • fov (float, optional): Field of View.
  • nearClip (float, optional): Near Clip Plane.
  • farClip (float, optional): Far Clip Plane.
  • orthoSize (float, optional): Orthographic Size.
  • mode (string, optional): Writes the lens ModeOverride, i.e. the projection mode this VCam pushes to the Unity Camera when it goes live. Case-insensitive; valid values are None (leave the Camera's own projection alone), Orthographic, Perspective and Physical. Omitting it leaves the existing ModeOverride untouched.

At least one of fov / nearClip / farClip / orthoSize / mode must be supplied; passing none returns No values provided to update. An invalid mode rejects the whole call with SEMANTIC_INVALID + validValues before anything is written, so the other parameters are not applied either.

cinemachine_list_components

List all available Cinemachine component names. Parameters:

  • None.

cinemachine_impulse_generate

Trigger an Impulse at location or via Source. Parameters:

  • sourceParams (string, optional): JSON string for parameters, e.g., {"velocity": {"x": 0, "y": -1, "z": 0}}.

cinemachine_get_brain_info

Get info about the Active Camera and Blend. Parameters:

  • None.

cinemachine_create_target_group

Create a CinemachineTargetGroup. Parameters:

  • name (string): Name of the new TargetGroup GameObject.

cinemachine_target_group_add_member

Add or update a member in a TargetGroup. Parameters:

  • groupName (string): Name of the TargetGroup.
  • groupInstanceId (int, optional): TargetGroup instance ID.
  • groupPath (string, optional): TargetGroup hierarchy path.
  • targetName (string): Name of the member GameObject.
  • targetInstanceId (int, optional): Member GameObject instance ID.
  • targetPath (string, optional): Member GameObject hierarchy path.
  • weight (float): Member weight (default 1).
  • radius (float): Member radius (default 1).

cinemachine_target_group_remove_member

Remove a member from a TargetGroup. Parameters:

  • groupName (string): Name of the TargetGroup.
  • groupInstanceId (int, optional): TargetGroup instance ID.
  • groupPath (string, optional): TargetGroup hierarchy path.
  • targetName (string): Name of the member GameObject.
  • targetInstanceId (int, optional): Member GameObject instance ID.
  • targetPath (string, optional): Member GameObject hierarchy path.

cinemachine_set_spline

Assign a SplineContainer to a VCam's SplineDolly component (Body stage). Parameters:

  • vcamName (string): Name of the VCam.
  • vcamInstanceId (int, optional): VCam instance ID.
  • vcamPath (string, optional): VCam hierarchy path.
  • splineName (string): Name of the GameObject with SplineContainer.
  • splineInstanceId (int, optional): SplineContainer GameObject instance ID.
  • splinePath (string, optional): SplineContainer GameObject hierarchy path.

cinemachine_add_extension

Add a CinemachineExtension to a VCam. Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • extensionName (string): Type name of the extension (e.g., "CinemachineStoryboard", "CinemachineImpulseListener").

cinemachine_remove_extension

Remove a CinemachineExtension from a VCam. Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • extensionName (string): Type name of the extension.

cinemachine_set_active

Force activation of a VCam (SOLO) by setting highest priority. Parameters:

  • vcamName (string): Name of the VCam to activate.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.

cinemachine_create_mixing_camera

Create a Cinemachine Mixing Camera. Parameters:

  • name (string): Name of the new GameObject.

cinemachine_mixing_camera_set_weight

Set the weight of a child camera within a Mixing Camera. Parameters:

  • mixerName (string, optional): Name of the Mixing Camera.
  • mixerInstanceId (int, optional): Mixing Camera instance ID.
  • mixerPath (string, optional): Mixing Camera hierarchy path.
  • mixerEntityId (string, optional): Mixing Camera entity ID (Unity 6000.4+, preferred).
  • childName (string, optional): Name of the child VCam.
  • childInstanceId (int, optional): Child VCam instance ID.
  • childPath (string, optional): Child VCam hierarchy path.
  • childEntityId (string, optional): Child VCam entity ID (Unity 6000.4+, preferred).
  • weight (float): Weight value, usually 0.0–1.0 (default 1).

cinemachine_create_clear_shot

Create a Cinemachine Clear Shot Camera. Parameters:

  • name (string): Name of the new GameObject.

cinemachine_create_state_driven_camera

Create a Cinemachine State Driven Camera. Parameters:

  • name (string): Name of the new GameObject.
  • targetAnimatorName (string, optional): Name of the GameObject with the Animator to bind.

cinemachine_state_driven_camera_add_instruction

Add a state mapping instruction to a State Driven Camera. Parameters:

  • cameraName (string, optional): Name of the State Driven Camera.
  • cameraInstanceId (int, optional): State Driven Camera instance ID.
  • cameraPath (string, optional): State Driven Camera hierarchy path.
  • cameraEntityId (string, optional): State Driven Camera entity ID (Unity 6000.4+, preferred).
  • stateName (string): Name of the animation state (e.g., "Run").
  • childCameraName (string, optional): Name of the child VCam to activate for this state.
  • childInstanceId (int, optional): Child VCam instance ID.
  • childPath (string, optional): Child VCam hierarchy path.
  • childEntityId (string, optional): Child VCam entity ID (Unity 6000.4+, preferred).
  • minDuration (float, optional): Minimum duration in seconds (default 0).
  • activateAfter (float, optional): Delay in seconds before activation (default 0).

cinemachine_set_noise

Configure Noise settings (Basic Multi Channel Perlin). Parameters:

  • vcamName (string): Name of the VCam.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • amplitudeGain (float): Noise Amplitude.
  • frequencyGain (float): Noise Frequency.

cinemachine_set_priority

Set explicit priority value for a Virtual Camera. Higher priority wins activation. Parameters:

  • vcamName (string, optional): VCam name. Provide one of name/instanceId/path.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • priority (int): Priority value (default 10).

cinemachine_set_blend

Set default blend or per-camera-pair blend on the CinemachineBrain. Leave fromCamera/toCamera empty for default blend. Parameters:

  • style (string): Blend style — Cut/EaseInOut/EaseIn/EaseOut/HardIn/HardOut/Linear (default EaseInOut).
  • time (float): Blend duration in seconds (default 2).
  • fromCamera (string, optional): Source VCam name for per-pair blend.
  • toCamera (string, optional): Destination VCam name for per-pair blend.

cinemachine_set_brain

Configure CinemachineBrain properties: update method, default blend, debug display. Parameters:

  • updateMethod (string, optional): FixedUpdate/LateUpdate/SmartUpdate/ManualUpdate.
  • blendUpdateMethod (string, optional): FixedUpdate/LateUpdate.
  • defaultBlendStyle (string, optional): Blend style name (see cinemachine_set_blend).
  • defaultBlendTime (float, optional): Default blend duration in seconds.
  • showDebugText (bool, optional): Show Cinemachine debug text overlay.
  • showCameraFrustum (bool, optional): Draw active camera frustum gizmo.
  • ignoreTimeScale (bool, optional): Ignore Time.timeScale for blends.

cinemachine_create_sequencer

Create a Sequencer camera (CM3) or BlendList camera (CM2) that plays child cameras in sequence. Parameters:

  • name (string): Name of the new GameObject.
  • loop (bool): Whether to loop the sequence (default false).

cinemachine_sequencer_add_instruction

Add a child camera instruction to a Sequencer/BlendList camera. Parameters:

  • sequencerName (string, optional): Sequencer camera name.
  • sequencerInstanceId (int, optional): Sequencer Instance ID.
  • sequencerPath (string, optional): Sequencer hierarchy path.
  • sequencerEntityId (string, optional): Sequencer entity ID (Unity 6000.4+, preferred).
  • childCameraName (string, optional): Child VCam name.
  • childInstanceId (int, optional): Child VCam Instance ID.
  • childPath (string, optional): Child VCam hierarchy path.
  • childEntityId (string, optional): Child VCam entity ID (Unity 6000.4+, preferred).
  • hold (float): Duration to hold on this child in seconds (default 2).
  • blendStyle (string): Blend style to use entering this child (default EaseInOut).
  • blendTime (float): Blend duration in seconds (default 2).

Provide at least one identifier for each of sequencer and child camera.

cinemachine_create_freelook

Create a FreeLook camera. CM2 uses CinemachineFreeLook; CM3 builds CinemachineCamera + OrbitalFollow(ThreeRing) + RotationComposer. Parameters:

  • name (string): Name of the new GameObject.
  • followName (string, optional): GameObject to follow.
  • lookAtName (string, optional): GameObject to look at.

cinemachine_configure_camera_manager

Configure ClearShot/StateDriven/Sequencer camera manager properties in one call. Applies only the properties whose matching component exists on the target. Parameters:

  • cameraName (string, optional): Camera manager name. Provide one of name/instanceId/path.
  • cameraInstanceId (int, optional): Camera manager Instance ID.
  • cameraPath (string, optional): Camera manager hierarchy path.
  • activateAfter (float, optional): ClearShot — delay before activation.
  • minDuration (float, optional): ClearShot — minimum duration on a shot.
  • randomizeChoice (bool, optional): ClearShot — randomize shot selection.
  • animatorName (string, optional): StateDriven — name of the GameObject carrying the Animator.
  • layerIndex (int, optional): StateDriven — Animator layer index.
  • defaultBlendStyle (string, optional): Default blend style (shared by ClearShot/StateDriven).
  • defaultBlendTime (float, optional): Default blend duration in seconds.
  • loop (bool, optional): Sequencer — loop playback.

cinemachine_configure_body

Configure the Body stage component (Follow, OrbitalFollow, ThirdPersonFollow, PositionComposer, FramingTransposer, etc.) in one call. Only fields matching the active component are applied. Parameters:

  • vcamName (string, optional): VCam name. Provide one of name/instanceId/path.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.

Follow / Transposer:

  • offsetX / offsetY / offsetZ (float, optional): Follow offset vector.
  • bindingMode (string, optional): Binding/target attachment mode (e.g. LockToTarget, WorldSpace).
  • dampingX / dampingY / dampingZ (float, optional): Positional damping.

OrbitalFollow / OrbitalTransposer:

  • orbitStyle (string, optional): Sphere or ThreeRing.
  • radius (float, optional): Sphere orbit radius.
  • topHeight / topRadius (float, optional): Top ring parameters.
  • midHeight / midRadius (float, optional): Middle ring parameters.
  • bottomHeight / bottomRadius (float, optional): Bottom ring parameters.

ThirdPersonFollow:

  • shoulderX / shoulderY / shoulderZ (float, optional): Shoulder offset.
  • verticalArmLength (float, optional): Vertical arm length.
  • cameraSide (float, optional): 0 = left, 1 = right.

PositionComposer / FramingTransposer:

  • cameraDistance (float, optional): Distance between camera and target.
  • screenX / screenY (float, optional): On-screen target position (0–1).
  • deadZoneWidth / deadZoneHeight (float, optional): Dead zone size (0–1).

cinemachine_configure_aim

Configure the Aim stage component (RotationComposer, Composer, PanTilt, POV, etc.) in one call. Only fields matching the active component are applied. Parameters:

  • vcamName (string, optional): VCam name. Provide one of name/instanceId/path.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.

Composer / RotationComposer:

  • screenX / screenY (float, optional): Target on-screen position.
  • deadZoneWidth / deadZoneHeight (float, optional): Dead zone size.
  • softZoneWidth / softZoneHeight (float, optional): Soft zone size.
  • horizontalDamping / verticalDamping (float, optional): Composition damping.
  • lookaheadTime / lookaheadSmoothing (float, optional): Target lookahead tuning.
  • centerOnActivate (bool, optional): Re-center on activation.

PanTilt / POV:

  • referenceFrame (string, optional): Reference frame for pan/tilt axes.
  • panValue / tiltValue (float, optional): Explicit pan/tilt values.

Target offset:

  • targetOffsetX / targetOffsetY / targetOffsetZ (float, optional): Offset from target pivot.

cinemachine_configure_extension

Configure a Cinemachine extension (CinemachineConfiner, CinemachineDeoccluder/Collider, CinemachineFollowZoom, CinemachineGroupFraming, etc.). If extensionName is omitted, the first extension on the VCam is used. Parameters:

  • vcamName (string, optional): VCam name. Provide one of name/instanceId/path.
  • instanceId (int, optional): VCam Instance ID.
  • path (string, optional): VCam hierarchy path.
  • extensionName (string, optional): Extension type name (e.g. CinemachineConfiner).

Confiner:

  • boundingShapeName (string, optional): Name of the bounding shape GameObject.
  • damping (float, optional): Damping applied when confining.
  • slowingDistance (float, optional): Slow-down distance inside the bounding shape.

Deoccluder / Collider:

  • cameraRadius (float, optional): Camera collision radius.
  • strategy (string, optional): Deocclusion strategy name.
  • maximumEffort (int, optional): Maximum raycast iterations.
  • smoothingTime (float, optional): Smoothing time for occlusion changes.

FollowZoom:

  • width (float, optional): Target width in world units.
  • fovMin / fovMax (float, optional): FOV clamp range.

GroupFraming:

  • framingMode (string, optional): Framing mode name.
  • framingSize (float, optional): Desired framing size.
  • sizeAdjustment (string, optional): Size adjustment strategy name.

cinemachine_configure_impulse_source

Configure CinemachineImpulseSource definition (shape, duration, gains). If no source is specified, the first CinemachineImpulseSource in the scene is used. Parameters:

  • sourceName (string, optional): Source name. Provide one of name/instanceId/path; omit all to pick the first source.
  • sourceInstanceId (int, optional): Source Instance ID.
  • sourcePath (string, optional): Source hierarchy path.
  • amplitudeGain (float, optional): Amplitude gain multiplier.
  • frequencyGain (float, optional): Frequency gain multiplier.
  • impactRadius (float, optional): Impact radius in world units.
  • duration (float, optional): Signal duration in seconds.
  • dissipationRate (float, optional): Dissipation rate over distance.

Minimal Example

python
import unity_skills

# Create a vcam that follows and looks at the player
unity_skills.call_skill("cinemachine_create_vcam", name="PlayerCam")
unity_skills.call_skill("cinemachine_set_targets", vcamName="PlayerCam", followName="Player", lookAtName="Player")

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Frequently asked questions

What does the Unity Cinemachine AI skill do?

Set up Cinemachine Virtual Cameras

Why use Unity Cinemachine on TypingMind?

Because you install it once and use it with any model. Unity Cinemachine is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Cinemachine in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/cinemachine. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Cinemachine?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Cinemachine?

As many as you like. As long as a model supports skills, you can use Unity Cinemachine with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Cinemachine AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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