Agent skill

Godot Camera Systems

by jame581 in jame581/GodotPrompter

Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D.

MITAuto-check passedGame Development

Install Godot Camera Systems

skills CLI
$ npx skills add jame581/GodotPrompter --skill camera-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter camera-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/camera-system .claude/skills/camera-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
camera-system
GitHub stars
792
Token cost
~2.8k tokens
SKILL.md length
510 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D.

  • Works in 8 steps: Camera2D Basics → Smooth Follow → Screen Shake → …
  • Adding a smooth-follow camera with level limits to a 2D platformer
  • SKILL.md covers 1. Camera2D Basics, 2. Smooth Follow, 3. Screen Shake and 4. Camera Zones / Rooms, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

This skill is a worked guide to cameras in Godot 4.3+, with every example written in GDScript first and C# second and avoiding deprecated APIs. It starts with the Camera2D properties that matter, such as built-in position smoothing, drag zones, pixel limits matched to the level bounds, and zoom, then builds a manual follow camera that gives room for look-ahead, offsets and custom easing.

Screen shake uses a trauma value that decays over time, with the offset scaled by the square of the trauma so small hits feel gentle and large ones violent, and the guide shows how another node can trigger it. Reference files go deeper on camera zones, Camera3D patterns, split-screen setups and transitions. The text also points to companion skills for player controllers, tweens, state machines and a Cinemachine-style addon. The excerpt is cut off during the shake section.

When your agent uses it

  • Adding a smooth-follow camera with level limits to a 2D platformer
  • Implementing screen shake for explosions, hits or landings
  • Setting up camera zones or room-to-room transitions
  • Building a Camera3D rig or a split-screen view in Godot

Example prompts

  • “Add a follow camera to my Godot 4.3 player with look-ahead and limits that match the tilemap.”
  • “Write a trauma-based screen shake in C# that my explosion scene can trigger.”
  • “Create camera zones so the view locks to each room as the player walks in.”

Requirements

  • Godot 4.3 or newer

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. Camera2D Basics
  2. Smooth Follow
  3. Screen Shake
  4. Camera Zones / Rooms
  5. Camera3D Patterns
  6. Camera Transitions
  7. Split Screen (Local Multiplayer)
  8. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Camera Systems loads about 2.8k tokens when it runs, and up to ~7.3k if it reads all its reference files. Until then it costs about 30 tokens; SKILL.md has 510 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~30
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 510 words, ~2,771 tokens.

Download SKILL.mdSave it as .claude/skills/camera-system/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
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
PropertyTypeDescription
position_smoothing_enabledboolEnables built-in position smoothing (lerp toward target)
position_smoothing_speedfloatSpeed of built-in smoothing (default 5.0)
drag_horizontal_enabledboolEnables a horizontal drag zone; camera only moves when target exits zone
drag_vertical_enabledboolEnables a vertical drag zone
limit_leftintLeft pixel boundary — camera will not scroll past this
limit_rightintRight pixel boundary
limit_topintTop pixel boundary
limit_bottomintBottom pixel boundary
zoomVector2Zoom 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 for the full GDScript + C# CameraZone implementation.


Show full SKILL.md (215 more words)Show less

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 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 for the full CameraTransitionManager implementation (2D and 3D).


7. Split Screen (Local Multiplayer)

Render multiple cameras to separate SubViewports, then arrange SubViewportContainers in a layout (HBoxContainer, VBoxContainer, or GridContainer). Each player's camera is set as current for its viewport.

See 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

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/camera-system of jame581/GodotPrompter.

  • SKILL.md
  • references/camera-zones.md
  • references/camera3d-patterns.md
  • references/split-screen.md
  • references/transitions.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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Works with

Questions about Godot Camera Systems

What does Godot Camera Systems do?

Shows how to build cameras in Godot 4.3 and later: smooth follow, trauma-based screen shake, camera zones and transitions, with GDScript and C# examples for 2D and 3D. 3+, with every example written in GDScript first and C# second and avoiding deprecated APIs. It starts with the Camera2D properties that matter, such as built-in position smoothing, drag zones, pixel limits matched to the level bounds, and zoom, then builds a manual follow camera that gives room for look-ahead, offsets and custom easing.

When should I use Godot Camera Systems?

Godot Camera Systems fits situations like: adding a smooth-follow camera with level limits to a 2D platformer; implementing screen shake for explosions, hits or landings; setting up camera zones or room-to-room transitions; building a Camera3D rig or a split-screen view in Godot.

How do I install Godot Camera Systems in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill camera-system -a claude-code`. Or copy the skill folder (skills/camera-system in jame581/GodotPrompter) into .claude/skills/camera-system in your project. Claude Code loads it when a task matches its description.

How do I install Godot Camera Systems in Codex?

Run `npx skills add jame581/GodotPrompter --skill camera-system -a codex`. Or copy the skill folder (skills/camera-system in jame581/GodotPrompter) into .agents/skills/camera-system in your project. Codex loads it when a task matches its description.

Can I use Godot Camera Systems in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill camera-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/camera-system, .gemini/skills/camera-system, .github/skills/camera-system and .opencode/skills/camera-system in your project.

What does Godot Camera Systems need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Camera Systems is instructions for the agent only. Our summary lists: Godot 4.3 or newer.

Does Godot Camera Systems access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot Camera Systems safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot Camera Systems use?

Godot Camera Systems is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Camera Systems use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.5k tokens, read only when the agent opens those files.

What are the alternatives to Godot Camera Systems?

Skills that share tags, products or a category with Godot Camera Systems: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot Admob App Open (poingstudios/godot-admob-plugin, 631 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 803 stars) and Godot Admob Banner (poingstudios/godot-admob-plugin, 631 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Camera Systems?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 792 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.