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jame581/godotprompter101 installs

phantom-camera

Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions

How do I install this agent skill?

npx skills add https://github.com/jame581/godotprompter --skill phantom-camera
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill provides documentation and code examples for integrating the Phantom Camera addon into Godot engine projects. It contains no executable scripts or malicious instructions.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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

ApproachBest for
Hand-rolled (camera-system skill)One camera, simple follow/shake, no addon dependency
Phantom CameraMultiple 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.
# 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])
# 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")
// 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.

# 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)
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

PhantomCamera2D/PhantomCamera3D follow a target through the FollowMode enum: GLUED, SIMPLE, GROUP, PATH, FRAMED, and THIRD_PERSON (3D only). The reference covers each mode's properties, GDScript and C# setup, GROUP auto-reframe, and the shared options follow_axis_lock, rotate_with_target (2D only), and lookahead, plus is_following() and teleport_position().

See references/follow-modes.md for the mode table, setup examples, and shared follow options.


6. Look-at modes (3D only)

PhantomCamera2D has no look-at system — only rotate_with_target (§5). PhantomCamera3D adds:

enum LookAtMode { NONE = 0, MIMIC = 1, SIMPLE = 2, GROUP = 3 }
ModeBehavior
MIMICCopies the target's rotation directly.
SIMPLELooks straight at look_at_target (single Node3D).
GROUPLooks at the centroid of look_at_targets: Array[Node3D].
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
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):

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.

# 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
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

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/jame581/godotprompter/phantom-camera">View phantom-camera on skillZs</a>