What problem does it solve?
Managing multiple camera shots in Godot games — gameplay follow, cutscene framing, boss-fight group shots — requires juggling priority logic, follow behaviors, and smooth transitions by hand. This Skill provides the patterns for using the Phantom Camera addon (v0.11.0.2, Godot 4.4+) to handle Cinemachine-style camera workflows in both GDScript and C#.
Core Features & Use Cases
- Host + PCam Architecture: Attach a PhantomCameraHost to your real Camera2D/Camera3D and place any number of PhantomCamera2D/3D nodes that compete via priority and host_layers.
- Follow & Look-At Modes: Configure GLUED, SIMPLE, GROUP, PATH, FRAMED, and THIRD_PERSON follow modes plus MIMIC/SIMPLE/GROUP look-at modes for 3D, with damping, dead zones, and auto-zoom.
- Tween Transitions: Drive smooth camera cuts with PhantomCameraTween resources using Godot's standard transition and easing curves, with signals for tween lifecycle events.
- Use Case: Build a boss arena where entering an Area2D raises a group-shot PCam's priority to 20, auto-zooming to frame both player and boss, then restoring the gameplay camera on exit.
Quick Start
Ask your agent to set up a Phantom Camera rig with a host on the main camera, a follow PCam tracking the player, and a priority-triggered cutscene camera with an eased tween transition.