Install
$ agentstack add skill-jame581-godotprompter-camera-system ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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.
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
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#
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
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 void:
var cam := get_viewport().get_camera_2d() as ScreenShakeCamera
if cam:
cam.add_trauma(0.6)
C#
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 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 & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- **Author:** [jame581](https://github.com/jame581)
- **Source:** [jame581/GodotPrompter](https://github.com/jame581/GodotPrompter)
- **License:** MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.