Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
Scanned 9/6/2026
Install to Claude Code
npx -y skills add jame581/GodotPrompter --skill phantom-camera --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Phantom Camera?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/jame581-phantom-camera)More formats (shields.io, HTML) on the badges page.
---
name: phantom-camera
description: Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
---
# Phantom Camera
> **Related skills:** **camera-system** for hand-rolled camera patterns, **tween-animation** for the easing concepts the transitions build on.
> **Addon:** Phantom Camera · version `v0.11.0.2` · Godot 4.4+ · MIT · source: https://github.com/ramokz/phantom-camera · nodes are GDScript, plus an official C# wrapper API (`namespace PhantomCamera`) shipped as source `.cs` files in the addon. **Pre-1.0:** minor versions may break API.
---
## 1. When to use Phantom Camera vs. `camera-system`
| Approach | Best for |
|---|---|
| Hand-rolled (`camera-system` skill) | One camera, simple follow/shake, no addon dependency |
| **Phantom Camera** | Multiple camera "shots" that need priority-based switching, dead-zone/group/path/third-person follow logic, and smooth resource-driven tweens between them — Cinemachine-style workflow |
Reach for Phantom Camera when a scene needs several distinct camera behaviors (gameplay follow, a
cutscene framing, a boss-fight group shot) that swap automatically based on priority, rather than one
script juggling every case. It replaces the `Camera2D`/`Camera3D` positioning logic itself — you still
keep exactly one real `Camera2D`/`Camera3D` per viewport; Phantom Camera nodes never render anything on
their own.
---
## 2. Install & setup
**Asset Library (recommended):** Godot AssetLib → search "Phantom Camera" → Download (select only the
`phantom_camera` directory) → **Project → Project Settings → Plugins** → enable it.
**GitHub zip:** extract `addons/phantom_camera/` into the project root, then enable the plugin the same
way.
Enabling the plugin auto-registers a `PhantomCameraManager` autoload singleton and **restarts the
editor every time `_enable_plugin()` runs** (not just the first time) — expected behavior, not a bug.
No manual autoload setup is needed. Six custom node types become available in the "Create New Node"
dialog: `PhantomCamera2D`, `PhantomCamera3D`, `PhantomCameraHost`, `PhantomCameraNoiseEmitter2D`,
`PhantomCameraNoiseEmitter3D`, and `PhantomCameraTweenDirector`.
**C# projects:** the addon ships its official wrapper as plain `.cs` source files under
`addons/phantom_camera/scripts/**` (`namespace PhantomCamera`) — no NuGet package to add. A
C#-enabled Godot project (one with its own generated `.csproj`, `Godot.NET.Sdk`) picks these up
automatically once the addon folder is present; `using PhantomCamera;` is then enough (§3–§7).
---
## 3. Host + camera model
Two node kinds work together:
- **`PhantomCameraHost`** — add it **as a child of your real `Camera2D`/`Camera3D`** (not the other way
around). It reads the highest-priority `PhantomCamera2D`/`3D` in the scene and drives the real
camera's transform every frame. Only the first `PhantomCameraHost` child of a given camera is used.
- **`PhantomCamera2D`** / **`PhantomCamera3D`** — placed anywhere else in the scene tree (siblings of
the player, inside trigger areas, cutscene rigs). Any number can exist; each one describes a candidate
"shot" via `priority`, a follow mode, and (3D only) a look-at mode. They render nothing themselves.
```gdscript
# Scene tree:
# Camera2D (or Camera3D)
# └─ PhantomCameraHost
# Player (CharacterBody2D)
# └─ PhantomCamera2D (priority 0, follow_mode = SIMPLE, follow_target = Player)
# BossArena
# └─ PhantomCamera2D (priority 10, follow_mode = GROUP, follow_targets = [Player, Boss])
```
```gdscript
# CameraRig.gd — on the Camera2D/Camera3D
extends Camera2D
@onready var host: PhantomCameraHost = $PhantomCameraHost
func _ready() -> void:
# host.camera_2d / host.camera_3d are populated automatically from get_parent()
var active := host.get_active_pcam()
print("Active PCam: ", active.name if active else "none")
```
```csharp
// CameraRig.cs — on the Camera2D/Camera3D
using PhantomCamera;
public partial class CameraRig : Camera2D
{
private PhantomCameraHost _host;
public override void _Ready()
{
// Host.Camera2D / Host.Camera3D are populated automatically from GetParent()
_host = GetNode<Node>("PhantomCameraHost").AsPhantomCameraHost();
var active = _host.GetActivePhantomCamera();
GD.Print("Active PCam: ", active is PhantomCamera2D p ? p.Node2D.Name.ToString() : "none");
}
}
```
`PhantomCameraHost.interpolation_mode` (C#: `InterpolationMode`, enum `Auto`/`Idle`/`Physics`/`Manual`)
controls when the Host updates the real camera:
`AUTO` (default — picks physics or idle based on the active PCam's target), `IDLE`, `PHYSICS`, or
`MANUAL` (call `host.process(delta)` yourself each tick).
`host_layers` (`@export_flags_2d_render` / `_3d_render`) on both the Host and each PCam gate which PCams
a given Host will consider — a PCam is only eligible if its `host_layers` bitmask overlaps the Host's.
---
## 4. Priority-based switching
Every `PhantomCamera2D`/`3D` has `priority: int = 0`. The `PhantomCameraHost` attached to the scene's
real camera always follows the highest-priority PCam that shares a `host_layers` bit with it. Change
`priority` at runtime with `set_priority(value)` / read with `get_priority()` — values are clamped to
`>= 0`.
```gdscript
# TriggerArea.gd — raise priority while the player is inside, restore on exit
extends Area2D
@export var area_pcam: PhantomCamera2D
func _ready() -> void:
area_entered.connect(_on_entered)
area_exited.connect(_on_exited)
func _on_entered(area: Area2D) -> void:
if area.get_parent() is CharacterBody2D:
area_pcam.set_priority(20)
func _on_exited(area: Area2D) -> void:
if area.get_parent() is CharacterBody2D:
area_pcam.set_priority(0)
```
```csharp
using PhantomCamera;
public partial class TriggerArea : Area2D
{
[Export] private Node2D _areaPCamNode;
private PhantomCamera2D _areaPCam;
public override void _Ready()
{
_areaPCam = _areaPCamNode.AsPhantomCamera2D();
AreaEntered += a => { if (a.GetParent() is CharacterBody2D) _areaPCam.Priority = 20; };
AreaExited += a => { if (a.GetParent() is CharacterBody2D) _areaPCam.Priority = 0; };
}
}
```
Useful events on each PCam wrapper: `BecameActive`, `BecameInactive`, `TweenStarted`, `IsTweening`
(every frame while transitioning), `TweenInterrupted` (a higher-priority PCam preempted this tween —
argument is the interrupting node), `TweenCompleted` — subscribe with `+=`, same names as the GDScript
signals in PascalCase.
`priority_override: bool` is an editor-only "force preview" toggle for quickly previewing a shot without
touching `priority`; it's disabled automatically in exported builds — don't use it for gameplay logic.
---
## 5. Follow modes
`FollowMode` enum (2D and 3D share the first six; 3D adds `THIRD_PERSON`):
```gdscript
enum FollowMode {
NONE = 0, GLUED = 1, SIMPLE = 2, GROUP = 3, PATH = 4, FRAMED = 5,
THIRD_PERSON = 6, # PhantomCamera3D only
}
```
| Mode | Behavior | Key properties |
|---|---|---|
| `GLUED` | Sticks exactly to `follow_target`. | `follow_target` |
| `SIMPLE` | Follows `follow_target` with an offset and optional damping. | `follow_offset`, `follow_damping`, `follow_damping_value` |
| `GROUP` | Follows the centroid of `follow_targets`, can auto-reframe. | `follow_targets: Array[Node2D/3D]` |
| `PATH` | Follows `follow_target` while confined to the closest point on `follow_path`. | `follow_path` (`Path2D`/`Path3D`) |
| `FRAMED` | Dead-zone follow — only moves once the target nears the frame edge. | `dead_zone_width`, `dead_zone_height`; emits `dead_zone_reached(side)` |
| `THIRD_PERSON` (3D) | Drives a `SpringArm3D` at the target, allowing orbit. | `follow_distance`, `collision_mask`, `shape`, `vertical_rotation_offset`, `horizontal_rotation_offset` |
```gdscript
# Player-follow with damping — PhantomCamera2D inspector or code
extends PhantomCamera2D
func _ready() -> void:
follow_mode = FollowMode.SIMPLE
follow_target = get_node("../Player")
follow_damping = true
follow_damping_value = Vector2(0.15, 0.15) # lower = snappier
```
```gdscript
# Boss-fight group shot that auto-zooms to keep both combatants framed
extends PhantomCamera2D
func _ready() -> void:
follow_mode = FollowMode.GROUP
follow_targets = [get_node("../Player"), get_node("../Boss")]
auto_zoom = true
auto_zoom_min = 1.0
auto_zoom_max = 2.5
```
```csharp
using PhantomCamera;
public partial class PlayerFollowSetup : Node
{
[Export] private Node2D _pCamNode; // has a PhantomCamera2D node/script attached
[Export] private Node2D _player;
public override void _Ready()
{
// FollowMode has no wrapper setter (getter-only) — set it on the underlying node.
_pCamNode.Set("follow_mode", (int)FollowMode2D.Simple);
var pCam = _pCamNode.AsPhantomCamera2D();
pCam.FollowTarget = _player;
pCam.FollowDamping = true;
pCam.FollowDampingValue = new Vector2(0.15f, 0.15f); // lower = snappier
}
}
```
`GROUP` follows the same pattern: `_pCamNode.Set("follow_mode", (int)FollowMode2D.Group)`, then
`pCam.FollowTargets`, `pCam.AutoZoom`, `pCam.AutoZoomMin`/`AutoZoomMax` — identical PascalCase names.
`GROUP` auto-reframe uses `auto_zoom`/`auto_zoom_min`/`auto_zoom_max`/`auto_zoom_margin` in 2D (adjusts
`Camera2D.zoom`), and `auto_follow_distance`/`auto_follow_distance_min`/`auto_follow_distance_max` in 3D
(adjusts distance along local `-z`).
Shared follow options: `follow_axis_lock` (`FollowLockAxis` — 2D: `NONE, X, Y, XY`; 3D adds `Z, XZ, YZ,
XYZ`), `rotate_with_target: bool` (2D-only; requires `Camera2D.ignore_rotation = false`), `lookahead:
bool` + `lookahead_time`/`lookahead_acceleration`/`lookahead_deceleration` (velocity-based look-ahead;
2D also exposes a `lookahead_max`/`lookahead_max_value` velocity clamp that 3D does not).
Query state with `is_following() -> bool`; snap instantly (bypassing damping) with
`teleport_position()`.
---
## 6. Look-at modes (3D only)
`PhantomCamera2D` has no look-at system — only `rotate_with_target` (§5). `PhantomCamera3D` adds:
```gdscript
enum LookAtMode { NONE = 0, MIMIC = 1, SIMPLE = 2, GROUP = 3 }
```
| Mode | Behavior |
|---|---|
| `MIMIC` | Copies the target's rotation directly. |
| `SIMPLE` | Looks straight at `look_at_target` (single `Node3D`). |
| `GROUP` | Looks at the centroid of `look_at_targets: Array[Node3D]`. |
```gdscript
extends PhantomCamera3D
func _ready() -> void:
look_at_mode = LookAtMode.SIMPLE
look_at_target = get_node("../Boss")
look_at_damping = true
look_at_damping_value = 0.25 # single scalar, not per-axis
up_target = get_node("../GroundNormalMarker") # overrides `up` continuously
```
```csharp
using PhantomCamera;
public partial class BossLookAtSetup : Node
{
[Export] private Node3D _pCamNode; // has a PhantomCamera3D node/script attached
[Export] private Node3D _boss;
[Export] private Node3D _groundNormalMarker;
public override void _Ready()
{
// LookAtMode has no wrapper setter (getter-only) — set it on the underlying node.
_pCamNode.Set("look_at_mode", (int)LookAtMode.Simple);
var pCam = _pCamNode.AsPhantomCamera3D();
pCam.LookAtTarget = _boss;
pCam.LookAtDamping = true;
pCam.LookAtDampingValue = 0.25f; // single scalar, not per-axis
pCam.UpTarget = _groundNormalMarker;
}
}
```
**Gotcha (from the addon's own runtime warning):** combining a non-`NONE` `follow_mode` with a
non-`NONE` `look_at_mode` on the same `PhantomCamera3D` prints "Using both Look At and Follow Mode on
the same PCam3D has not been fully tested yet, proceed with caution!" — treat that combination as
experimental and verify it manually before shipping.
---
## 7. Tweening between cameras
Each PCam owns a `tween_resource: PhantomCameraTween` (a `Resource` — share one `.tres` across several
PCams to reuse timing, or leave each with its own default instance):
```gdscript
enum TransitionType {
LINEAR = 0, SINE = 1, QUINT = 2, QUART = 3, QUAD = 4, EXPO = 5,
ELASTIC = 6, CUBIC = 7, CIRC = 8, BOUNCE = 9, BACK = 10,
}
enum EaseType { EASE_IN = 0, EASE_OUT = 1, EASE_IN_OUT = 2, EASE_OUT_IN = 3 }
@export var duration: float = 1.0
@export var transition: TransitionType = TransitionType.LINEAR
@export var ease: EaseType = EaseType.EASE_IN_OUT
```
These map 1:1 to Godot's built-in `Tween.TransitionType` / `Tween.EaseType` names (minus the
`TRANS_`/`EASE_` prefixes) — see `tween-animation` for what each curve looks like.
```gdscript
# Cutscene PCam: slow, elastic-eased transition when it takes priority
extends PhantomCamera3D
func _ready() -> void:
tween_resource = PhantomCameraTween.new()
tween_duration = 1.5 # passthrough — writes tween_resource.duration
# TransitionType/EaseType live on PhantomCameraTween — qualify them:
tween_transition = PhantomCameraTween.TransitionType.ELASTIC
tween_ease = PhantomCameraTween.EaseType.EASE_OUT
```
```csharp
using PhantomCamera;
public partial class CutsceneCamSetup : Node
{
[Export] private Node3D _pCamNode; // has a PhantomCamera3D node/script attached
public override void _Ready()
{
var pCam = _pCamNode.AsPhantomCamera3D();
pCam.TweenResource = PhantomCameraTween.New();
pCam.TweenDuration = 1.5f; // passthrough — writes TweenResource.Duration
pCam.TweenTransition = TransitionType.Elastic;
pCam.TweenEase = EaseType.EaseOut;
}
}
```
`tween_on_load: bool = true` — if this PCam is already the highest-priority one when it's instantiated
at runtime, it tweens the camera into place on load; set `false` to cut instantly instead. If
`tween_resource` is `null`, `get_tween_duration()` returns `0.0` (instant cut).
---
## Implementation checklist
- [ ] Exactly one `PhantomCameraHost` per real `Camera2D`/`Camera3D`, added **as its child**
- [ ] Every `PhantomCamera2D`/`3D` shares a `host_layers` bit with the Host that should track it
- [ ] Priority changes use `set_priority()` or the `priority` property (both route through the setter, which notifies the Host)
- [ ] `follow_target` / `follow_targets` assigned before relying on `is_following()`
- [ ] `GROUP` follow mode uses `follow_targets` (array), not `follow_target` (single node)
- [ ] 3D `THIRD_PERSON` rotation setters (`set_third_person_rotation`/`_degrees`/`_quaternion`) guard on `follow_mode == THIRD_PERSON` and no-op with a printed error otherwise — `set_follow_distance`/`set_spring_length`/`set_collision_mask(_value)`/`set_shape` have **no** such guard and print nothing
- [ ] Combined `follow_mode` + `look_at_mode` on one `PhantomCamera3D` tested manually (addon marks this untested)
- [ ] `tween_resource` shared deliberately (same `.tres`) when multiple PCams should transition identically
- [ ] C# obtains wrappers via `AsPhantomCamera2D()`/`AsPhantomCamera3D()`/`AsPhantomCameraHost()`/`AsPhantomCameraTween()` — they are plain classes wrapping the node, **not** `Node` subclasses, so never `class MyCam : PhantomCamera2D`
- [ ] C# enum names: only `FollowMode`/`FollowLockAxis` are dimension-suffixed (`FollowMode2D`, `FollowLockAxis3D`); `LookAtMode`, `TransitionType`, `EaseType`, `InterpolationMode` are not
- [ ] `FollowMode`/`LookAtMode` are getter-only on the wrapper — set them via `.Set("follow_mode", (int)FollowMode2D.Simple)` on the underlying node
- [ ] Pin the addon version in `plugin.cfg`/version control — pre-1.0, minor bumps can break API
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!