Skip to content
Back to skills

Hayba Camera Player Feel

ASecurity

Use when a playable camera feels too close, slow, occluded, or unstable and a repeatable input path can test a focused adjustment.

  • 13 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 4, 2026
ai-agentsgonodespringtesting

Security analysis

A100/100

Scanned October 4, 2026

npx -y skills add zajalist/hayba --skill hayba-camera-player-feel --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Hayba Camera Player Feel?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Hayba Camera Player Feel
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/zajalist-hayba-camera-player-feel/badge)](https://www.skillsdirectory.com/skills/zajalist-hayba-camera-player-feel)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: hayba-camera-player-feel
description: Use when a playable camera feels too close, slow, occluded, or unstable and a repeatable input path can test a focused adjustment.
metadata:
  category: gameplay
  tags: camera, controls, framing, feel
---

# Tune one player camera symptom

## When to use

Use for a specific camera symptom at named locations and actions, such as a wall occluding the player on a turn. Record target field of view, target platform and input device, tolerance for occlusion, and the exact movement path. Player feel requires observation; a property value alone cannot settle it.

## Tool routing

- Inspect the pawn with actor_get_components and the identified camera or spring-arm component with object_get_property. Capture the starting view and actor positions. Use input mapping inspection if the reported symptom may be a control mapping issue.
- If a component property is confirmed by reflection, change one value with object_set_property on its exact object path, then read it back. Prefer this bounded reflected setter to a freeform script; do not guess a camera property name. If the camera logic is project-specific Blueprint code, inspect with blueprint_inspect_graph and use focused Blueprint tools only where exact nodes and pins are known.
- Check editor_get_state, start editor_start_pie, replay the same keyboard or gamepad steps with editor_pie_press_key and frame-by-frame editor_pie_axis, and capture editor_pie_screenshot at the problem points. Poll the screenshot request until the file exists. Stop with editor_stop_pie; leave an existing user PIE session alone.
- If the accepted setting changed a placed actor, save the exact active map with level_save, inspect saved, dirty, and verified status, then re-read the component property. If it changed a Blueprint asset, use asset_save and read back that asset instead. If map persistence is uncertain, mark the camera edit unsaved and route it to hayba-world-save-integrity.

## Evidence

Report the component and changed property, readback, before/after frames at identical actions, observed occlusion and responsiveness, and unresolved warnings. PIE axis input applies for one frame, so repeat it for a sustained turn. A still frame or editor camera move does not prove tracking smoothness, motion comfort, or controller feel; those require viewed playback and player testing.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.