phantom-camera

Implements priority-based camera switching with Phantom Camera addon for Godot 4.x projects.

657|31|Updated Apr 3, 2026
One-click install
npx skills add https://github.com/jame581/GodotPrompter --skill phantom-camera
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: phantom-camera
Source: https://github.com/jame581/GodotPrompter/tree/main/skills/phantom-camera
Command: npx skills add https://github.com/jame581/GodotPrompter --skill phantom-camera

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about phantom-camera

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I switch between multiple cameras in Godot 4?

Add a PhantomCameraHost as a child of your real Camera2D or Camera3D, then place PhantomCamera2D/3D nodes for each shot. The host automatically follows the highest-priority PCam, so switching cameras is just calling set_priority() at runtime.

Phantom Camera vs hand-rolled camera script in Godot?

A hand-rolled script suits one camera with simple follow or shake and no addon dependency. Phantom Camera fits scenes with multiple shots needing priority-based switching, dead-zone or group follow logic, and resource-driven tween transitions, similar to Unity's Cinemachine.

Does Phantom Camera work with C# in Godot?

Yes, the addon ships an official C# wrapper as plain .cs source files under addons/phantom_camera/scripts with namespace PhantomCamera. A C#-enabled Godot project picks them up automatically; obtain wrappers via AsPhantomCamera2D() or AsPhantomCamera3D() extension methods.

Why does the Godot editor restart when enabling Phantom Camera?

The editor restart is expected behavior, not a bug. Enabling the plugin runs _enable_plugin(), which registers the PhantomCameraManager autoload singleton and restarts the editor every time, not just on first activation.

Can I combine follow mode and look-at mode on one PhantomCamera3D?

The addon itself prints a runtime warning that combining non-NONE follow_mode with non-NONE look_at_mode on the same PCam3D has not been fully tested. Treat that combination as experimental and verify it manually before shipping.