Creator · jame581
Last updated · Sep 5, 2026
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Creator · jame581
Last updated · Sep 5, 2026
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Creator · jame581
Last updated · Sep 5, 2026
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Creator · jame581
Last updated · Sep 5, 2026
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Install targets
Codex install prompt
Install the "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"jame581-camera-system","task":"Install camera-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add jame581/GodotPrompter --skill camera-system
Maintenance
fresh
23d since push
Risk
Safe to try
The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section.
GitHub quality
674
76/100 Quality · 77/100 Trust
Coverage tags
Review notes
The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section. · The SKILL.md excerpt is truncated; ensure the full document is present and complete.
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
674 GitHub stars
Repo activity
674 stars, 31 forks
Maintenance
23d since push
License
MIT
Install
npx skills add jame581/GodotPrompter --skill camera-system
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add jame581/GodotPrompter --skill camera-systemDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/jame581-camera-system/install
Agent should check
Copy prompt
Task: Use camera-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/jame581-camera-system/install
Install command: npx skills add jame581/GodotPrompter --skill camera-system
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/jame581-camera-system/install
LLM text format
/api/skills/jame581-camera-system/install?format=text
Find alternatives
/api/skills/search?q=camera-system&limit=3
Agent prompt
Use camera-system for this task. Review https://www.openagentskill.com/api/skills/jame581-camera-system/install, then install with: npx skills add jame581/GodotPrompter --skill camera-systemRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/jame581-camera-system
LLM text
/api/registry/manifest/jame581-camera-system?format=text
Install alias
/api/registry/install/jame581-camera-system
Recommend
/api/registry/recommend?task=Use%20camera-system%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO674 GitHub stars
Stars/forks activity
INFO674 stars, 31 forks; issue activity unavailable in current metadata
Recent maintenance
PASS23d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Operate local tools
I need my agent to operate local files and desktop apps in a repeatable workflow.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Workflow fit
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Turn skills into distribution
A workflow for turning newly indexed skills into SEO briefs, social drafts, comparison pages, and reusable publishing workflows.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
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Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- name: camera-system description: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D ---
# Camera Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for first-person camera setup, **state-machine** for camera state transitions, **godot-optimization** for camera culling and performance, **physics-system** for physics interpolation and camera smoothing, **2d-essentials** for canvas layers, parallax scrolling, and coordinate conversion, **math-essentials** for smoothstep and lerp-based interpolation, **tween-animation** for camera shake and cinematic transitions, **phantom-camera** for a Cinemachine-style camera addon.
---
## 1. Camera2D Basics
### Key Properties
| Property | Type | Description | |---|---|---| | `position_smoothing_enabled` | `bool` | Enables built-in position smoothing (lerp toward target) | | `position_smoothing_speed` | `float` | Speed of built-in smoothing (default `5.0`) | | `drag_horizontal_enabled` | `bool` | Enables a horizontal drag zone; camera only moves when target exits zone | | `drag_vertical_enabled` | `bool` | Enables a vertical drag zone | | `limit_left` | `int` | Left pixel boundary — camera will not scroll past this | | `limit_right` | `int` | Right pixel boundary | | `limit_top` | `int` | Top pixel boundary | | `limit_bottom` | `int` | Bottom pixel boundary | | `zoom` | `Vector2` | Zoom level; `Vector2(2, 2)` = 2× zoom in, `Vector2(0.5, 0.5)` = zoom out |
Set limits to match your tilemap or level bounds so the camera never shows outside the world. Limits are in world pixels, not tiles.
---
## 2. Smooth Follow
A manual follow camera gives more control than the built-in smoothing — you can add look-ahead, offset, and custom easing.
### GDScript
```gdscript extends Camera2D
## Target node to follow (assign in Inspector or via code) @export var target: Node2D
## How quickly the camera catches up to the target (higher = snappier) @export var follow_speed: float = 8.0
## How far ahead the camera leads in the movement direction @export var look_ahead_distance: float = 80.0
## How quickly the look-ahead offset responds to direction changes @export var look_ahead_speed: float = 4.0
var _look_ahead_offset: Vector2 = Vector2.ZERO var _previous_target_pos: Vector2 = Vector2.ZERO
func _ready() -> void: # Disable built-in smoothing — we handle it manually position_smoothing_enabled = false if target: _previous_target_pos = target.global_position global_position = target.global_position
func _process(delta: float) -> void: if not target: return
# Compute movement direction from last frame var move_delta: Vector2 = target.global_position - _previous_target_pos _previous_target_pos = target.global_position
# Smoothly steer look-ahead offset toward movement direction var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO _look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)
# Lerp camera position toward target + look-ahead var desired_pos: Vector2 = target.global_position + _look_ahead_offset global_position = global_position.lerp(desired_pos, follow_speed * delta) ```
### C#
```csharp using Godot;
public partial class SmoothFollowCamera : Camera2D { [Export] public Node2D Target { get; set; } [Export] public float FollowSpeed { get; set; } = 8.0f; [Export] public float LookAheadDistance { get; set; } = 80.0f; [Export] public float LookAheadSpeed { get; set; } = 4.0f;
private Vector2 _lookAheadOffset = Vector2.Zero; private Vector2 _previousTargetPos = Vector2.Zero;
public override void _Ready() { PositionSmoothingEnabled = false; if (Target != null) { _previousTargetPos = Target.GlobalPosition; GlobalPosition = Target.GlobalPosition; } }
public override void _Process(double delta) { if (Target == null) return;
float dt = (float)delta;
Vector2 moveDelta = Target.GlobalPosition - _previousTargetPos; _previousTargetPos = Target.GlobalPosition;
Vector2 desiredAhead = moveDelta.Length() > 0.5f ? moveDelta.Normalized() * LookAheadDistance : Vector2.Zero;
_lookAheadOffset = _lookAheadOffset.Lerp(desiredAhead, LookAheadSpeed * dt);
Vector2 desiredPos = Target.GlobalPosition + _lookAheadOffset; GlobalPosition = GlobalPosition.Lerp(desiredPos, FollowSpeed * dt); } } ```
---
## 3. Screen Shake
A trauma-based system produces more natural-looking shake than a simple sine wave. High trauma = violent shake; trauma decays over time; offset scales with `trauma^2` so small trauma values feel subtle.
### GDScript
```gdscript extends Camera2D
## Maximum pixel offset during maximum trauma @export var max_offset: Vector2 = Vector2(20.0, 15.0)
## Maximum rotation offset in degrees during maximum trauma @export var max_roll: float = 3.0
## Rate at which trauma decays per second (0–1 range) @export var decay_rate: float = 1.5
var _trauma: float = 0.0 # 0.0 = no shake, 1.0 = maximum shake
# Optional: use noise for smooth, organic shake var _noise: FastNoiseLite var _noise_time: float = 0.0 @export var use_noise: bool = true @export var noise_speed: float = 60.0
func _ready() -> void: _noise = FastNoiseLite.new() _noise.noise_type = FastNoiseLite.TYPE_SIMPLEX _noise.seed = randi()
## Call this from any node to trigger a shake (amount in 0–1 range; can stack) func add_trauma(amount: float) -> void: _trauma = minf(_trauma + amount, 1.0)
func _process(delta: float) -> void: if _trauma <= 0.0: offset = Vector2.ZERO rotation = 0.0 return
# Decay trauma over time _trauma = maxf(_trauma - decay_rate * delta, 0.0) _noise_time += delta * noise_speed
var shake: float = _trauma * _trauma # squaring gives subtle feel at low trauma
if use_noise: offset.x = max_offset.x * shake * _noise.get_noise_2d(_noise_time, 0.0) offset.y = max_offset.y * shake * _noise.get_noise_2d(0.0, _noise_time) rotation = deg_to_rad(max_roll) * shake * _noise.get_noise_2d(_noise_time, _noise_time) else: offset.x = max_offset.x * shake * randf_range(-1.0, 1.0) offset.y = max_offset.y * shake * randf_range(-1.0, 1.0) rotation = deg_to_rad(max_roll) * shake * randf_range(-1.0, 1.0) ```
**Triggering shake from another node:**
```gdscript # Any node that can reach the camera func on_explosion() -> void: var cam := get_viewport().get_camera_2d() as ScreenShakeCamera if cam: cam.add_trauma(0.6) ```
### C#
```csharp using Godot;
public partial class ScreenShakeCamera : Camera2D { [Export] public Vector2 MaxOffset { get; set; } = new Vector2(20f, 15f); [Export] public float MaxRoll { get; set; } = 3.0f; [Export] public float DecayRate { get; set; } = 1.5f; [Export] public bool UseNoise { get; set; } = true; [Export] public float NoiseSpeed { get; set; } = 60.0f;
private float _trauma = 0f; private float _noiseTime = 0f; private FastNoiseLite _noise;
public override void _Ready() { _noise = new FastNoiseLite(); _noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex; _noise.Seed = (int)GD.Randi(); }
public void AddTrauma(float amount) { _trauma = Mathf.Min(_trauma + amount, 1.0f); }
public override void _Process(double delta) { if (_trauma <= 0f) { Offset = Vector2.Zero; Rotation = 0f; return; }
float dt = (float)delta; _trauma = Mathf.Max(_trauma - DecayRate * dt, 0f); _noiseTime += dt * NoiseSpeed;
float shake = _trauma * _trauma;
if (UseNoise) { Offset = new Vector2( MaxOffset.X * shake * _noise.GetNoise2D(_noiseTime, 0f), MaxOffset.Y * shake * _noise.GetNoise2D(0f, _noiseTime) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * _noise.GetNoise2D(_noiseTime, _noiseTime); } else { Offset = new Vector2( MaxOffset.X * shake * (float)GD.RandRange(-1.0, 1.0), MaxOffset.Y * shake * (float)GD.RandRange(-1.0, 1.0) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * (float)GD.RandRange(-1.0, 1.0); } } } ```
---
## 4. Camera Zones / Rooms
For room-based games (metroidvanias, top-down dungeons): an `Area2D` per room with a script that, on `body_entered`, tweens the active `Camera2D`'s `limit_left` / `limit_right` / `limit_top` / `limit_bottom` to the room's bounds. Smooth transitions when the player crosses room boundaries.
> See [references/camera-zones.md](references/camera-zones.md) for the full GDScript + C# CameraZone implementation.
---
## 5. Camera3D Patterns
Three canonical 3D camera setups: **third-person follow** with `SpringArm3D` (handles wall collision), **orbit camera** with mouse-drag rotation, **first-person** with mouse-look-from-camera.
> See [references/camera3d-patterns.md](references/camera3d-patterns.md) for full GDScript implementations of each pattern.
---
## 6. Camera Transitions
Async camera transitions via `Tween` + `await ToSignal`. The pattern: tween the next camera's position/zoom from the current camera's, then call `make_current()` on the next camera. Works for both 2D and 3D.
> See [references/transitions.md](references/transitions.md) for the full `CameraTransitionManager` implementation (2D and 3D).
---
## 7. Split Screen (Local Multiplayer)
Render multiple cameras to separate `SubViewport`s, then arrange `SubViewportContainer`s in a layout (`HBoxContainer`, `VBoxContainer`, or `GridContainer`). Each player's camera is set as `current` for its viewport.
> See [references/split-screen.md](references/split-screen.md) for the SubViewport scene-tree setup and a 2-player split-screen example.
---
## 8. Implementation Checklist
- [ ] `Camera2D` limits match level/tilemap bounds so no out-of-world edges are visible - [ ] Smooth follow uses `_process` (visual interpolation), not `_physics_process` - [ ] Screen shake resets `offset` and `rotation` to zero when `_trauma` reaches `0.0` - [ ] `add_trauma()` clamps to `1.0`; it does not exceed maximum shake - [ ] Camera zone `Area2D` collision layers are set so only the player triggers them - [ ] `SpringArm3D` collision mask includes all environment layers for wall avoidance - [ ] Camera transition awaits tween completion before calling `make_current()` - [ ] Split screen `SubViewport` sizes are updated on window resize (`get_tree().root.size_changed` signal) - [ ] Only one `SubViewport` has `audio_listener_enable_2d` or `audio_listener_enable_3d` set to `true`
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Decision snapshot
674 GitHub stars
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No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for camera-system, ready for a manual X post.
A practical pick for a repeatable workflow: camera-system: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D 674 stars https://www.openagentskill.com/skills/jame581-camera-system?ref=x
Listing + install path for camera-system: https://www.openagentskill.com/skills/jame581-camera-system?ref=x Install: npx skills add jame581/GodotPrompter --skill camera-system
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Codex install prompt
Install the "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"jame581-camera-system","task":"Install camera-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add jame581/GodotPrompter --skill camera-system
Maintenance
fresh
23d since push
Risk
Safe to try
The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section.
GitHub quality
674
76/100 Quality · 77/100 Trust
Coverage tags
Review notes
The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section. · The SKILL.md excerpt is truncated; ensure the full document is present and complete.
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
674 GitHub stars
Repo activity
674 stars, 31 forks
Maintenance
23d since push
License
MIT
Install
npx skills add jame581/GodotPrompter --skill camera-system
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add jame581/GodotPrompter --skill camera-systemDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/jame581-camera-system/install
Agent should check
Copy prompt
Task: Use camera-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/jame581-camera-system/install
Install command: npx skills add jame581/GodotPrompter --skill camera-system
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/jame581-camera-system/install
LLM text format
/api/skills/jame581-camera-system/install?format=text
Find alternatives
/api/skills/search?q=camera-system&limit=3
Agent prompt
Use camera-system for this task. Review https://www.openagentskill.com/api/skills/jame581-camera-system/install, then install with: npx skills add jame581/GodotPrompter --skill camera-systemRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/jame581-camera-system
LLM text
/api/registry/manifest/jame581-camera-system?format=text
Install alias
/api/registry/install/jame581-camera-system
Recommend
/api/registry/recommend?task=Use%20camera-system%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO674 GitHub stars
Stars/forks activity
INFO674 stars, 31 forks; issue activity unavailable in current metadata
Recent maintenance
PASS23d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Operate local tools
I need my agent to operate local files and desktop apps in a repeatable workflow.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Workflow fit
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Turn skills into distribution
A workflow for turning newly indexed skills into SEO briefs, social drafts, comparison pages, and reusable publishing workflows.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
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Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- name: camera-system description: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D ---
# Camera Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for first-person camera setup, **state-machine** for camera state transitions, **godot-optimization** for camera culling and performance, **physics-system** for physics interpolation and camera smoothing, **2d-essentials** for canvas layers, parallax scrolling, and coordinate conversion, **math-essentials** for smoothstep and lerp-based interpolation, **tween-animation** for camera shake and cinematic transitions, **phantom-camera** for a Cinemachine-style camera addon.
---
## 1. Camera2D Basics
### Key Properties
| Property | Type | Description | |---|---|---| | `position_smoothing_enabled` | `bool` | Enables built-in position smoothing (lerp toward target) | | `position_smoothing_speed` | `float` | Speed of built-in smoothing (default `5.0`) | | `drag_horizontal_enabled` | `bool` | Enables a horizontal drag zone; camera only moves when target exits zone | | `drag_vertical_enabled` | `bool` | Enables a vertical drag zone | | `limit_left` | `int` | Left pixel boundary — camera will not scroll past this | | `limit_right` | `int` | Right pixel boundary | | `limit_top` | `int` | Top pixel boundary | | `limit_bottom` | `int` | Bottom pixel boundary | | `zoom` | `Vector2` | Zoom level; `Vector2(2, 2)` = 2× zoom in, `Vector2(0.5, 0.5)` = zoom out |
Set limits to match your tilemap or level bounds so the camera never shows outside the world. Limits are in world pixels, not tiles.
---
## 2. Smooth Follow
A manual follow camera gives more control than the built-in smoothing — you can add look-ahead, offset, and custom easing.
### GDScript
```gdscript extends Camera2D
## Target node to follow (assign in Inspector or via code) @export var target: Node2D
## How quickly the camera catches up to the target (higher = snappier) @export var follow_speed: float = 8.0
## How far ahead the camera leads in the movement direction @export var look_ahead_distance: float = 80.0
## How quickly the look-ahead offset responds to direction changes @export var look_ahead_speed: float = 4.0
var _look_ahead_offset: Vector2 = Vector2.ZERO var _previous_target_pos: Vector2 = Vector2.ZERO
func _ready() -> void: # Disable built-in smoothing — we handle it manually position_smoothing_enabled = false if target: _previous_target_pos = target.global_position global_position = target.global_position
func _process(delta: float) -> void: if not target: return
# Compute movement direction from last frame var move_delta: Vector2 = target.global_position - _previous_target_pos _previous_target_pos = target.global_position
# Smoothly steer look-ahead offset toward movement direction var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO _look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)
# Lerp camera position toward target + look-ahead var desired_pos: Vector2 = target.global_position + _look_ahead_offset global_position = global_position.lerp(desired_pos, follow_speed * delta) ```
### C#
```csharp using Godot;
public partial class SmoothFollowCamera : Camera2D { [Export] public Node2D Target { get; set; } [Export] public float FollowSpeed { get; set; } = 8.0f; [Export] public float LookAheadDistance { get; set; } = 80.0f; [Export] public float LookAheadSpeed { get; set; } = 4.0f;
private Vector2 _lookAheadOffset = Vector2.Zero; private Vector2 _previousTargetPos = Vector2.Zero;
public override void _Ready() { PositionSmoothingEnabled = false; if (Target != null) { _previousTargetPos = Target.GlobalPosition; GlobalPosition = Target.GlobalPosition; } }
public override void _Process(double delta) { if (Target == null) return;
float dt = (float)delta;
Vector2 moveDelta = Target.GlobalPosition - _previousTargetPos; _previousTargetPos = Target.GlobalPosition;
Vector2 desiredAhead = moveDelta.Length() > 0.5f ? moveDelta.Normalized() * LookAheadDistance : Vector2.Zero;
_lookAheadOffset = _lookAheadOffset.Lerp(desiredAhead, LookAheadSpeed * dt);
Vector2 desiredPos = Target.GlobalPosition + _lookAheadOffset; GlobalPosition = GlobalPosition.Lerp(desiredPos, FollowSpeed * dt); } } ```
---
## 3. Screen Shake
A trauma-based system produces more natural-looking shake than a simple sine wave. High trauma = violent shake; trauma decays over time; offset scales with `trauma^2` so small trauma values feel subtle.
### GDScript
```gdscript extends Camera2D
## Maximum pixel offset during maximum trauma @export var max_offset: Vector2 = Vector2(20.0, 15.0)
## Maximum rotation offset in degrees during maximum trauma @export var max_roll: float = 3.0
## Rate at which trauma decays per second (0–1 range) @export var decay_rate: float = 1.5
var _trauma: float = 0.0 # 0.0 = no shake, 1.0 = maximum shake
# Optional: use noise for smooth, organic shake var _noise: FastNoiseLite var _noise_time: float = 0.0 @export var use_noise: bool = true @export var noise_speed: float = 60.0
func _ready() -> void: _noise = FastNoiseLite.new() _noise.noise_type = FastNoiseLite.TYPE_SIMPLEX _noise.seed = randi()
## Call this from any node to trigger a shake (amount in 0–1 range; can stack) func add_trauma(amount: float) -> void: _trauma = minf(_trauma + amount, 1.0)
func _process(delta: float) -> void: if _trauma <= 0.0: offset = Vector2.ZERO rotation = 0.0 return
# Decay trauma over time _trauma = maxf(_trauma - decay_rate * delta, 0.0) _noise_time += delta * noise_speed
var shake: float = _trauma * _trauma # squaring gives subtle feel at low trauma
if use_noise: offset.x = max_offset.x * shake * _noise.get_noise_2d(_noise_time, 0.0) offset.y = max_offset.y * shake * _noise.get_noise_2d(0.0, _noise_time) rotation = deg_to_rad(max_roll) * shake * _noise.get_noise_2d(_noise_time, _noise_time) else: offset.x = max_offset.x * shake * randf_range(-1.0, 1.0) offset.y = max_offset.y * shake * randf_range(-1.0, 1.0) rotation = deg_to_rad(max_roll) * shake * randf_range(-1.0, 1.0) ```
**Triggering shake from another node:**
```gdscript # Any node that can reach the camera func on_explosion() -> void: var cam := get_viewport().get_camera_2d() as ScreenShakeCamera if cam: cam.add_trauma(0.6) ```
### C#
```csharp using Godot;
public partial class ScreenShakeCamera : Camera2D { [Export] public Vector2 MaxOffset { get; set; } = new Vector2(20f, 15f); [Export] public float MaxRoll { get; set; } = 3.0f; [Export] public float DecayRate { get; set; } = 1.5f; [Export] public bool UseNoise { get; set; } = true; [Export] public float NoiseSpeed { get; set; } = 60.0f;
private float _trauma = 0f; private float _noiseTime = 0f; private FastNoiseLite _noise;
public override void _Ready() { _noise = new FastNoiseLite(); _noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex; _noise.Seed = (int)GD.Randi(); }
public void AddTrauma(float amount) { _trauma = Mathf.Min(_trauma + amount, 1.0f); }
public override void _Process(double delta) { if (_trauma <= 0f) { Offset = Vector2.Zero; Rotation = 0f; return; }
float dt = (float)delta; _trauma = Mathf.Max(_trauma - DecayRate * dt, 0f); _noiseTime += dt * NoiseSpeed;
float shake = _trauma * _trauma;
if (UseNoise) { Offset = new Vector2( MaxOffset.X * shake * _noise.GetNoise2D(_noiseTime, 0f), MaxOffset.Y * shake * _noise.GetNoise2D(0f, _noiseTime) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * _noise.GetNoise2D(_noiseTime, _noiseTime); } else { Offset = new Vector2( MaxOffset.X * shake * (float)GD.RandRange(-1.0, 1.0), MaxOffset.Y * shake * (float)GD.RandRange(-1.0, 1.0) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * (float)GD.RandRange(-1.0, 1.0); } } } ```
---
## 4. Camera Zones / Rooms
For room-based games (metroidvanias, top-down dungeons): an `Area2D` per room with a script that, on `body_entered`, tweens the active `Camera2D`'s `limit_left` / `limit_right` / `limit_top` / `limit_bottom` to the room's bounds. Smooth transitions when the player crosses room boundaries.
> See [references/camera-zones.md](references/camera-zones.md) for the full GDScript + C# CameraZone implementation.
---
## 5. Camera3D Patterns
Three canonical 3D camera setups: **third-person follow** with `SpringArm3D` (handles wall collision), **orbit camera** with mouse-drag rotation, **first-person** with mouse-look-from-camera.
> See [references/camera3d-patterns.md](references/camera3d-patterns.md) for full GDScript implementations of each pattern.
---
## 6. Camera Transitions
Async camera transitions via `Tween` + `await ToSignal`. The pattern: tween the next camera's position/zoom from the current camera's, then call `make_current()` on the next camera. Works for both 2D and 3D.
> See [references/transitions.md](references/transitions.md) for the full `CameraTransitionManager` implementation (2D and 3D).
---
## 7. Split Screen (Local Multiplayer)
Render multiple cameras to separate `SubViewport`s, then arrange `SubViewportContainer`s in a layout (`HBoxContainer`, `VBoxContainer`, or `GridContainer`). Each player's camera is set as `current` for its viewport.
> See [references/split-screen.md](references/split-screen.md) for the SubViewport scene-tree setup and a 2-player split-screen example.
---
## 8. Implementation Checklist
- [ ] `Camera2D` limits match level/tilemap bounds so no out-of-world edges are visible - [ ] Smooth follow uses `_process` (visual interpolation), not `_physics_process` - [ ] Screen shake resets `offset` and `rotation` to zero when `_trauma` reaches `0.0` - [ ] `add_trauma()` clamps to `1.0`; it does not exceed maximum shake - [ ] Camera zone `Area2D` collision layers are set so only the player triggers them - [ ] `SpringArm3D` collision mask includes all environment layers for wall avoidance - [ ] Camera transition awaits tween completion before calling `make_current()` - [ ] Split screen `SubViewport` sizes are updated on window resize (`get_tree().root.size_changed` signal) - [ ] Only one `SubViewport` has `audio_listener_enable_2d` or `audio_listener_enable_3d` set to `true`
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A practical pick for a repeatable workflow: camera-system: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D 674 stars https://www.openagentskill.com/skills/jame581-camera-system?ref=x
Listing + install path for camera-system: https://www.openagentskill.com/skills/jame581-camera-system?ref=x Install: npx skills add jame581/GodotPrompter --skill camera-system
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Codex install prompt
Install the "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"jame581-camera-system","task":"Install camera-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
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Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
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npx skills add jame581/GodotPrompter --skill camera-system
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The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section.
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The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section. · The SKILL.md excerpt is truncated; ensure the full document is present and complete.
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Install
npx skills add jame581/GodotPrompter --skill camera-system
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Task: Use camera-system in this workspace.
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Install command: npx skills add jame581/GodotPrompter --skill camera-system
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Use camera-system for this task. Review https://www.openagentskill.com/api/skills/jame581-camera-system/install, then install with: npx skills add jame581/GodotPrompter --skill camera-systemRegistry metadata
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利用AI大模型,一键生成高清短视频 Generate short videos with one click using AI LLM.
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- name: camera-system description: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D ---
# Camera Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for first-person camera setup, **state-machine** for camera state transitions, **godot-optimization** for camera culling and performance, **physics-system** for physics interpolation and camera smoothing, **2d-essentials** for canvas layers, parallax scrolling, and coordinate conversion, **math-essentials** for smoothstep and lerp-based interpolation, **tween-animation** for camera shake and cinematic transitions, **phantom-camera** for a Cinemachine-style camera addon.
---
## 1. Camera2D Basics
### Key Properties
| Property | Type | Description | |---|---|---| | `position_smoothing_enabled` | `bool` | Enables built-in position smoothing (lerp toward target) | | `position_smoothing_speed` | `float` | Speed of built-in smoothing (default `5.0`) | | `drag_horizontal_enabled` | `bool` | Enables a horizontal drag zone; camera only moves when target exits zone | | `drag_vertical_enabled` | `bool` | Enables a vertical drag zone | | `limit_left` | `int` | Left pixel boundary — camera will not scroll past this | | `limit_right` | `int` | Right pixel boundary | | `limit_top` | `int` | Top pixel boundary | | `limit_bottom` | `int` | Bottom pixel boundary | | `zoom` | `Vector2` | Zoom level; `Vector2(2, 2)` = 2× zoom in, `Vector2(0.5, 0.5)` = zoom out |
Set limits to match your tilemap or level bounds so the camera never shows outside the world. Limits are in world pixels, not tiles.
---
## 2. Smooth Follow
A manual follow camera gives more control than the built-in smoothing — you can add look-ahead, offset, and custom easing.
### GDScript
```gdscript extends Camera2D
## Target node to follow (assign in Inspector or via code) @export var target: Node2D
## How quickly the camera catches up to the target (higher = snappier) @export var follow_speed: float = 8.0
## How far ahead the camera leads in the movement direction @export var look_ahead_distance: float = 80.0
## How quickly the look-ahead offset responds to direction changes @export var look_ahead_speed: float = 4.0
var _look_ahead_offset: Vector2 = Vector2.ZERO var _previous_target_pos: Vector2 = Vector2.ZERO
func _ready() -> void: # Disable built-in smoothing — we handle it manually position_smoothing_enabled = false if target: _previous_target_pos = target.global_position global_position = target.global_position
func _process(delta: float) -> void: if not target: return
# Compute movement direction from last frame var move_delta: Vector2 = target.global_position - _previous_target_pos _previous_target_pos = target.global_position
# Smoothly steer look-ahead offset toward movement direction var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO _look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)
# Lerp camera position toward target + look-ahead var desired_pos: Vector2 = target.global_position + _look_ahead_offset global_position = global_position.lerp(desired_pos, follow_speed * delta) ```
### C#
```csharp using Godot;
public partial class SmoothFollowCamera : Camera2D { [Export] public Node2D Target { get; set; } [Export] public float FollowSpeed { get; set; } = 8.0f; [Export] public float LookAheadDistance { get; set; } = 80.0f; [Export] public float LookAheadSpeed { get; set; } = 4.0f;
private Vector2 _lookAheadOffset = Vector2.Zero; private Vector2 _previousTargetPos = Vector2.Zero;
public override void _Ready() { PositionSmoothingEnabled = false; if (Target != null) { _previousTargetPos = Target.GlobalPosition; GlobalPosition = Target.GlobalPosition; } }
public override void _Process(double delta) { if (Target == null) return;
float dt = (float)delta;
Vector2 moveDelta = Target.GlobalPosition - _previousTargetPos; _previousTargetPos = Target.GlobalPosition;
Vector2 desiredAhead = moveDelta.Length() > 0.5f ? moveDelta.Normalized() * LookAheadDistance : Vector2.Zero;
_lookAheadOffset = _lookAheadOffset.Lerp(desiredAhead, LookAheadSpeed * dt);
Vector2 desiredPos = Target.GlobalPosition + _lookAheadOffset; GlobalPosition = GlobalPosition.Lerp(desiredPos, FollowSpeed * dt); } } ```
---
## 3. Screen Shake
A trauma-based system produces more natural-looking shake than a simple sine wave. High trauma = violent shake; trauma decays over time; offset scales with `trauma^2` so small trauma values feel subtle.
### GDScript
```gdscript extends Camera2D
## Maximum pixel offset during maximum trauma @export var max_offset: Vector2 = Vector2(20.0, 15.0)
## Maximum rotation offset in degrees during maximum trauma @export var max_roll: float = 3.0
## Rate at which trauma decays per second (0–1 range) @export var decay_rate: float = 1.5
var _trauma: float = 0.0 # 0.0 = no shake, 1.0 = maximum shake
# Optional: use noise for smooth, organic shake var _noise: FastNoiseLite var _noise_time: float = 0.0 @export var use_noise: bool = true @export var noise_speed: float = 60.0
func _ready() -> void: _noise = FastNoiseLite.new() _noise.noise_type = FastNoiseLite.TYPE_SIMPLEX _noise.seed = randi()
## Call this from any node to trigger a shake (amount in 0–1 range; can stack) func add_trauma(amount: float) -> void: _trauma = minf(_trauma + amount, 1.0)
func _process(delta: float) -> void: if _trauma <= 0.0: offset = Vector2.ZERO rotation = 0.0 return
# Decay trauma over time _trauma = maxf(_trauma - decay_rate * delta, 0.0) _noise_time += delta * noise_speed
var shake: float = _trauma * _trauma # squaring gives subtle feel at low trauma
if use_noise: offset.x = max_offset.x * shake * _noise.get_noise_2d(_noise_time, 0.0) offset.y = max_offset.y * shake * _noise.get_noise_2d(0.0, _noise_time) rotation = deg_to_rad(max_roll) * shake * _noise.get_noise_2d(_noise_time, _noise_time) else: offset.x = max_offset.x * shake * randf_range(-1.0, 1.0) offset.y = max_offset.y * shake * randf_range(-1.0, 1.0) rotation = deg_to_rad(max_roll) * shake * randf_range(-1.0, 1.0) ```
**Triggering shake from another node:**
```gdscript # Any node that can reach the camera func on_explosion() -> void: var cam := get_viewport().get_camera_2d() as ScreenShakeCamera if cam: cam.add_trauma(0.6) ```
### C#
```csharp using Godot;
public partial class ScreenShakeCamera : Camera2D { [Export] public Vector2 MaxOffset { get; set; } = new Vector2(20f, 15f); [Export] public float MaxRoll { get; set; } = 3.0f; [Export] public float DecayRate { get; set; } = 1.5f; [Export] public bool UseNoise { get; set; } = true; [Export] public float NoiseSpeed { get; set; } = 60.0f;
private float _trauma = 0f; private float _noiseTime = 0f; private FastNoiseLite _noise;
public override void _Ready() { _noise = new FastNoiseLite(); _noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex; _noise.Seed = (int)GD.Randi(); }
public void AddTrauma(float amount) { _trauma = Mathf.Min(_trauma + amount, 1.0f); }
public override void _Process(double delta) { if (_trauma <= 0f) { Offset = Vector2.Zero; Rotation = 0f; return; }
float dt = (float)delta; _trauma = Mathf.Max(_trauma - DecayRate * dt, 0f); _noiseTime += dt * NoiseSpeed;
float shake = _trauma * _trauma;
if (UseNoise) { Offset = new Vector2( MaxOffset.X * shake * _noise.GetNoise2D(_noiseTime, 0f), MaxOffset.Y * shake * _noise.GetNoise2D(0f, _noiseTime) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * _noise.GetNoise2D(_noiseTime, _noiseTime); } else { Offset = new Vector2( MaxOffset.X * shake * (float)GD.RandRange(-1.0, 1.0), MaxOffset.Y * shake * (float)GD.RandRange(-1.0, 1.0) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * (float)GD.RandRange(-1.0, 1.0); } } } ```
---
## 4. Camera Zones / Rooms
For room-based games (metroidvanias, top-down dungeons): an `Area2D` per room with a script that, on `body_entered`, tweens the active `Camera2D`'s `limit_left` / `limit_right` / `limit_top` / `limit_bottom` to the room's bounds. Smooth transitions when the player crosses room boundaries.
> See [references/camera-zones.md](references/camera-zones.md) for the full GDScript + C# CameraZone implementation.
---
## 5. Camera3D Patterns
Three canonical 3D camera setups: **third-person follow** with `SpringArm3D` (handles wall collision), **orbit camera** with mouse-drag rotation, **first-person** with mouse-look-from-camera.
> See [references/camera3d-patterns.md](references/camera3d-patterns.md) for full GDScript implementations of each pattern.
---
## 6. Camera Transitions
Async camera transitions via `Tween` + `await ToSignal`. The pattern: tween the next camera's position/zoom from the current camera's, then call `make_current()` on the next camera. Works for both 2D and 3D.
> See [references/transitions.md](references/transitions.md) for the full `CameraTransitionManager` implementation (2D and 3D).
---
## 7. Split Screen (Local Multiplayer)
Render multiple cameras to separate `SubViewport`s, then arrange `SubViewportContainer`s in a layout (`HBoxContainer`, `VBoxContainer`, or `GridContainer`). Each player's camera is set as `current` for its viewport.
> See [references/split-screen.md](references/split-screen.md) for the SubViewport scene-tree setup and a 2-player split-screen example.
---
## 8. Implementation Checklist
- [ ] `Camera2D` limits match level/tilemap bounds so no out-of-world edges are visible - [ ] Smooth follow uses `_process` (visual interpolation), not `_physics_process` - [ ] Screen shake resets `offset` and `rotation` to zero when `_trauma` reaches `0.0` - [ ] `add_trauma()` clamps to `1.0`; it does not exceed maximum shake - [ ] Camera zone `Area2D` collision layers are set so only the player triggers them - [ ] `SpringArm3D` collision mask includes all environment layers for wall avoidance - [ ] Camera transition awaits tween completion before calling `make_current()` - [ ] Split screen `SubViewport` sizes are updated on window resize (`get_tree().root.size_changed` signal) - [ ] Only one `SubViewport` has `audio_listener_enable_2d` or `audio_listener_enable_3d` set to `true`
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Scenario-led draft for camera-system, ready for a manual X post.
A practical pick for a repeatable workflow: camera-system: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D 674 stars https://www.openagentskill.com/skills/jame581-camera-system?ref=x
Listing + install path for camera-system: https://www.openagentskill.com/skills/jame581-camera-system?ref=x Install: npx skills add jame581/GodotPrompter --skill camera-system
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Codex install prompt
Install the "camera-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/camera-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"jame581-camera-system","task":"Install camera-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add jame581/GodotPrompter --skill camera-system
Maintenance
fresh
23d since push
Risk
Safe to try
The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section.
GitHub quality
674
76/100 Quality · 77/100 Trust
Coverage tags
Review notes
The SKILL.md excerpt contains a typo: 'extends Camera2' should be 'extends Camera2D' in the screen shake section. · The SKILL.md excerpt is truncated; ensure the full document is present and complete.
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Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
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OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
674 GitHub stars
Repo activity
674 stars, 31 forks
Maintenance
23d since push
License
MIT
Install
npx skills add jame581/GodotPrompter --skill camera-system
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npx skills add jame581/GodotPrompter --skill camera-systemDo not use when
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Review the audit page, then allow agent install in a sandboxed workflow.
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/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
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/api/skills/jame581-camera-system/install
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Task: Use camera-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20camera-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/jame581-camera-system/install
Install command: npx skills add jame581/GodotPrompter --skill camera-system
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/api/skills/jame581-camera-system/install
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/api/skills/jame581-camera-system/install?format=text
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Use camera-system for this task. Review https://www.openagentskill.com/api/skills/jame581-camera-system/install, then install with: npx skills add jame581/GodotPrompter --skill camera-systemRegistry metadata
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/api/registry/manifest/jame581-camera-system
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Browser automation
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Claude Code
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Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
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INFO674 GitHub stars
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INFO674 stars, 31 forks; issue activity unavailable in current metadata
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PASS23d since push
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Solid option that is likely worth shortlisting for production workflows.
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Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- name: camera-system description: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D ---
# Camera Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for first-person camera setup, **state-machine** for camera state transitions, **godot-optimization** for camera culling and performance, **physics-system** for physics interpolation and camera smoothing, **2d-essentials** for canvas layers, parallax scrolling, and coordinate conversion, **math-essentials** for smoothstep and lerp-based interpolation, **tween-animation** for camera shake and cinematic transitions, **phantom-camera** for a Cinemachine-style camera addon.
---
## 1. Camera2D Basics
### Key Properties
| Property | Type | Description | |---|---|---| | `position_smoothing_enabled` | `bool` | Enables built-in position smoothing (lerp toward target) | | `position_smoothing_speed` | `float` | Speed of built-in smoothing (default `5.0`) | | `drag_horizontal_enabled` | `bool` | Enables a horizontal drag zone; camera only moves when target exits zone | | `drag_vertical_enabled` | `bool` | Enables a vertical drag zone | | `limit_left` | `int` | Left pixel boundary — camera will not scroll past this | | `limit_right` | `int` | Right pixel boundary | | `limit_top` | `int` | Top pixel boundary | | `limit_bottom` | `int` | Bottom pixel boundary | | `zoom` | `Vector2` | Zoom level; `Vector2(2, 2)` = 2× zoom in, `Vector2(0.5, 0.5)` = zoom out |
Set limits to match your tilemap or level bounds so the camera never shows outside the world. Limits are in world pixels, not tiles.
---
## 2. Smooth Follow
A manual follow camera gives more control than the built-in smoothing — you can add look-ahead, offset, and custom easing.
### GDScript
```gdscript extends Camera2D
## Target node to follow (assign in Inspector or via code) @export var target: Node2D
## How quickly the camera catches up to the target (higher = snappier) @export var follow_speed: float = 8.0
## How far ahead the camera leads in the movement direction @export var look_ahead_distance: float = 80.0
## How quickly the look-ahead offset responds to direction changes @export var look_ahead_speed: float = 4.0
var _look_ahead_offset: Vector2 = Vector2.ZERO var _previous_target_pos: Vector2 = Vector2.ZERO
func _ready() -> void: # Disable built-in smoothing — we handle it manually position_smoothing_enabled = false if target: _previous_target_pos = target.global_position global_position = target.global_position
func _process(delta: float) -> void: if not target: return
# Compute movement direction from last frame var move_delta: Vector2 = target.global_position - _previous_target_pos _previous_target_pos = target.global_position
# Smoothly steer look-ahead offset toward movement direction var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO _look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)
# Lerp camera position toward target + look-ahead var desired_pos: Vector2 = target.global_position + _look_ahead_offset global_position = global_position.lerp(desired_pos, follow_speed * delta) ```
### C#
```csharp using Godot;
public partial class SmoothFollowCamera : Camera2D { [Export] public Node2D Target { get; set; } [Export] public float FollowSpeed { get; set; } = 8.0f; [Export] public float LookAheadDistance { get; set; } = 80.0f; [Export] public float LookAheadSpeed { get; set; } = 4.0f;
private Vector2 _lookAheadOffset = Vector2.Zero; private Vector2 _previousTargetPos = Vector2.Zero;
public override void _Ready() { PositionSmoothingEnabled = false; if (Target != null) { _previousTargetPos = Target.GlobalPosition; GlobalPosition = Target.GlobalPosition; } }
public override void _Process(double delta) { if (Target == null) return;
float dt = (float)delta;
Vector2 moveDelta = Target.GlobalPosition - _previousTargetPos; _previousTargetPos = Target.GlobalPosition;
Vector2 desiredAhead = moveDelta.Length() > 0.5f ? moveDelta.Normalized() * LookAheadDistance : Vector2.Zero;
_lookAheadOffset = _lookAheadOffset.Lerp(desiredAhead, LookAheadSpeed * dt);
Vector2 desiredPos = Target.GlobalPosition + _lookAheadOffset; GlobalPosition = GlobalPosition.Lerp(desiredPos, FollowSpeed * dt); } } ```
---
## 3. Screen Shake
A trauma-based system produces more natural-looking shake than a simple sine wave. High trauma = violent shake; trauma decays over time; offset scales with `trauma^2` so small trauma values feel subtle.
### GDScript
```gdscript extends Camera2D
## Maximum pixel offset during maximum trauma @export var max_offset: Vector2 = Vector2(20.0, 15.0)
## Maximum rotation offset in degrees during maximum trauma @export var max_roll: float = 3.0
## Rate at which trauma decays per second (0–1 range) @export var decay_rate: float = 1.5
var _trauma: float = 0.0 # 0.0 = no shake, 1.0 = maximum shake
# Optional: use noise for smooth, organic shake var _noise: FastNoiseLite var _noise_time: float = 0.0 @export var use_noise: bool = true @export var noise_speed: float = 60.0
func _ready() -> void: _noise = FastNoiseLite.new() _noise.noise_type = FastNoiseLite.TYPE_SIMPLEX _noise.seed = randi()
## Call this from any node to trigger a shake (amount in 0–1 range; can stack) func add_trauma(amount: float) -> void: _trauma = minf(_trauma + amount, 1.0)
func _process(delta: float) -> void: if _trauma <= 0.0: offset = Vector2.ZERO rotation = 0.0 return
# Decay trauma over time _trauma = maxf(_trauma - decay_rate * delta, 0.0) _noise_time += delta * noise_speed
var shake: float = _trauma * _trauma # squaring gives subtle feel at low trauma
if use_noise: offset.x = max_offset.x * shake * _noise.get_noise_2d(_noise_time, 0.0) offset.y = max_offset.y * shake * _noise.get_noise_2d(0.0, _noise_time) rotation = deg_to_rad(max_roll) * shake * _noise.get_noise_2d(_noise_time, _noise_time) else: offset.x = max_offset.x * shake * randf_range(-1.0, 1.0) offset.y = max_offset.y * shake * randf_range(-1.0, 1.0) rotation = deg_to_rad(max_roll) * shake * randf_range(-1.0, 1.0) ```
**Triggering shake from another node:**
```gdscript # Any node that can reach the camera func on_explosion() -> void: var cam := get_viewport().get_camera_2d() as ScreenShakeCamera if cam: cam.add_trauma(0.6) ```
### C#
```csharp using Godot;
public partial class ScreenShakeCamera : Camera2D { [Export] public Vector2 MaxOffset { get; set; } = new Vector2(20f, 15f); [Export] public float MaxRoll { get; set; } = 3.0f; [Export] public float DecayRate { get; set; } = 1.5f; [Export] public bool UseNoise { get; set; } = true; [Export] public float NoiseSpeed { get; set; } = 60.0f;
private float _trauma = 0f; private float _noiseTime = 0f; private FastNoiseLite _noise;
public override void _Ready() { _noise = new FastNoiseLite(); _noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex; _noise.Seed = (int)GD.Randi(); }
public void AddTrauma(float amount) { _trauma = Mathf.Min(_trauma + amount, 1.0f); }
public override void _Process(double delta) { if (_trauma <= 0f) { Offset = Vector2.Zero; Rotation = 0f; return; }
float dt = (float)delta; _trauma = Mathf.Max(_trauma - DecayRate * dt, 0f); _noiseTime += dt * NoiseSpeed;
float shake = _trauma * _trauma;
if (UseNoise) { Offset = new Vector2( MaxOffset.X * shake * _noise.GetNoise2D(_noiseTime, 0f), MaxOffset.Y * shake * _noise.GetNoise2D(0f, _noiseTime) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * _noise.GetNoise2D(_noiseTime, _noiseTime); } else { Offset = new Vector2( MaxOffset.X * shake * (float)GD.RandRange(-1.0, 1.0), MaxOffset.Y * shake * (float)GD.RandRange(-1.0, 1.0) ); Rotation = Mathf.DegToRad(MaxRoll) * shake * (float)GD.RandRange(-1.0, 1.0); } } } ```
---
## 4. Camera Zones / Rooms
For room-based games (metroidvanias, top-down dungeons): an `Area2D` per room with a script that, on `body_entered`, tweens the active `Camera2D`'s `limit_left` / `limit_right` / `limit_top` / `limit_bottom` to the room's bounds. Smooth transitions when the player crosses room boundaries.
> See [references/camera-zones.md](references/camera-zones.md) for the full GDScript + C# CameraZone implementation.
---
## 5. Camera3D Patterns
Three canonical 3D camera setups: **third-person follow** with `SpringArm3D` (handles wall collision), **orbit camera** with mouse-drag rotation, **first-person** with mouse-look-from-camera.
> See [references/camera3d-patterns.md](references/camera3d-patterns.md) for full GDScript implementations of each pattern.
---
## 6. Camera Transitions
Async camera transitions via `Tween` + `await ToSignal`. The pattern: tween the next camera's position/zoom from the current camera's, then call `make_current()` on the next camera. Works for both 2D and 3D.
> See [references/transitions.md](references/transitions.md) for the full `CameraTransitionManager` implementation (2D and 3D).
---
## 7. Split Screen (Local Multiplayer)
Render multiple cameras to separate `SubViewport`s, then arrange `SubViewportContainer`s in a layout (`HBoxContainer`, `VBoxContainer`, or `GridContainer`). Each player's camera is set as `current` for its viewport.
> See [references/split-screen.md](references/split-screen.md) for the SubViewport scene-tree setup and a 2-player split-screen example.
---
## 8. Implementation Checklist
- [ ] `Camera2D` limits match level/tilemap bounds so no out-of-world edges are visible - [ ] Smooth follow uses `_process` (visual interpolation), not `_physics_process` - [ ] Screen shake resets `offset` and `rotation` to zero when `_trauma` reaches `0.0` - [ ] `add_trauma()` clamps to `1.0`; it does not exceed maximum shake - [ ] Camera zone `Area2D` collision layers are set so only the player triggers them - [ ] `SpringArm3D` collision mask includes all environment layers for wall avoidance - [ ] Camera transition awaits tween completion before calling `make_current()` - [ ] Split screen `SubViewport` sizes are updated on window resize (`get_tree().root.size_changed` signal) - [ ] Only one `SubViewport` has `audio_listener_enable_2d` or `audio_listener_enable_3d` set to `true`
Source provenance
Decision snapshot
674 GitHub stars
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Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for camera-system, ready for a manual X post.
A practical pick for a repeatable workflow: camera-system: Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D 674 stars https://www.openagentskill.com/skills/jame581-camera-system?ref=x
Listing + install path for camera-system: https://www.openagentskill.com/skills/jame581-camera-system?ref=x Install: npx skills add jame581/GodotPrompter --skill camera-system
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Connect agents to hundreds of workflow automations
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利用AI大模型,一键生成高清短视频 Generate short videos with one click using AI LLM.
88.5K StarsTasmota
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
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