Implement or tune Three.js game cameras. Use for isometric framing,
Scanned 9/2/2026
Install to Claude Code
npx -y skills add nota-america/forgecat-agent-profiles --skill build-game-camera-controls --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Build Game Camera Controls?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/nota-america-build-game-camera-controls-1c7ab073)More formats (shields.io, HTML) on the badges page.
---
name: build-game-camera-controls
description: Implement or tune Three.js game cameras. Use for isometric framing,
follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch
camera controls, and camera regression tests.
---
# Build Game Camera Controls
Keep gameplay readable before making the camera cinematic. Define one authoritative target, camera bounds, zoom range, collision/occlusion policy, and reduced-motion behavior.
## Implement
- Smooth position and look-at targets independently; never bind the camera directly to jittery render state.
- Preserve player, immediate threat, objective, and interaction cues in frame at the intended distance.
- Clamp orbit, pitch, and zoom; prevent walls or props from hiding the player without making geometry invisible globally.
- Treat lock-on, scripted moments, and shake as temporary modifiers layered over the base camera.
- On touch, separate camera gesture zones from movement/action controls and provide reset framing.
## Verify
Test corners, tall props, tunnels, multiple enemies, lock-on switching, pause, reduced motion, portrait, and landscape. Confirm no camera behavior breaks targeting, UI, or performance.
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!