Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
$ npx skills add jame581/GodotPrompter --skill phantom-camera -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter phantom-camera --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/phantom-camera .claude/skills/phantom-camera && rm -rf skills-srcUse ~/.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/
Install the "phantom-camera" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-camera into .claude/skills/phantom-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "phantom-camera", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-cameraType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill phantom-camera -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter phantom-camera --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/phantom-camera .agents/skills/phantom-camera && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "phantom-camera" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-camera into .agents/skills/phantom-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "phantom-camera", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill phantom-camera -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter phantom-camera --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/phantom-camera .cursor/skills/phantom-camera && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "phantom-camera" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-camera into .cursor/skills/phantom-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "phantom-camera", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/phantom-camera--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill phantom-camera -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter phantom-camera --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/phantom-camera .gemini/skills/phantom-camera && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "phantom-camera" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-camera into .gemini/skills/phantom-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "phantom-camera", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter phantom-cameraInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill phantom-camera -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/phantom-camera .github/skills/phantom-camera && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "phantom-camera" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-camera into .github/skills/phantom-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "phantom-camera", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill phantom-camera -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter phantom-camera --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/phantom-camera .opencode/skills/phantom-camera && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "phantom-camera" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/phantom-camera into .opencode/skills/phantom-camera/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "phantom-camera", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
phantom-cameraA skill your agent uses when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
Phantom Camera is an agent skill from jame581/GodotPrompter. Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/follow-modes.md`).
It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
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.
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.
Links to these hosts (documentation or services it may open):
github.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Phantom Camera loads about 3.2k tokens when it runs, and up to ~4.1k if it reads all its reference files. Until then it costs about 39 tokens; SKILL.md has 962 words of instructions outside code blocks.
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.
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.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 962 words, ~3,223 tokens.
.claude/skills/phantom-camera/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Related skills: camera-system for hand-rolled camera patterns, tween-animation for the easing concepts the transitions build on.
Addon: Phantom Camera · version
v0.11.0.2· Godot 4.4+ · MIT · source: https://github.com/ramokz/phantom-camera · nodes are GDScript, plus an official C# wrapper API (namespace PhantomCamera) shipped as source.csfiles in the addon. Pre-1.0: minor versions may break API.
camera-system| Approach | Best for |
|---|---|
Hand-rolled (camera-system skill) | One camera, simple follow/shake, no addon dependency |
| Phantom Camera | Multiple camera "shots" that need priority-based switching, dead-zone/group/path/third-person follow logic, and smooth resource-driven tweens between them — Cinemachine-style workflow |
Reach for Phantom Camera when a scene needs several distinct camera behaviors (gameplay follow, a
cutscene framing, a boss-fight group shot) that swap automatically based on priority, rather than one
script juggling every case. It replaces the Camera2D/Camera3D positioning logic itself — you still
keep exactly one real Camera2D/Camera3D per viewport; Phantom Camera nodes never render anything on
their own.
Asset Library (recommended): Godot AssetLib → search "Phantom Camera" → Download (select only the
phantom_camera directory) → Project → Project Settings → Plugins → enable it.
GitHub zip: extract addons/phantom_camera/ into the project root, then enable the plugin the same
way.
Enabling the plugin auto-registers a PhantomCameraManager autoload singleton and restarts the
editor every time _enable_plugin() runs (not just the first time) — expected behavior, not a bug.
No manual autoload setup is needed. Six custom node types become available in the "Create New Node"
dialog: PhantomCamera2D, PhantomCamera3D, PhantomCameraHost, PhantomCameraNoiseEmitter2D,
PhantomCameraNoiseEmitter3D, and PhantomCameraTweenDirector.
C# projects: the addon ships its official wrapper as plain .cs source files under
addons/phantom_camera/scripts/** (namespace PhantomCamera) — no NuGet package to add. A
C#-enabled Godot project (one with its own generated .csproj, Godot.NET.Sdk) picks these up
automatically once the addon folder is present; using PhantomCamera; is then enough (§3–§7).
Two node kinds work together:
PhantomCameraHost — add it as a child of your real Camera2D/Camera3D (not the other way
around). It reads the highest-priority PhantomCamera2D/3D in the scene and drives the real
camera's transform every frame. Only the first PhantomCameraHost child of a given camera is used.PhantomCamera2D / PhantomCamera3D — placed anywhere else in the scene tree (siblings of
the player, inside trigger areas, cutscene rigs). Any number can exist; each one describes a candidate
"shot" via priority, a follow mode, and (3D only) a look-at mode. They render nothing themselves.# Scene tree:
# Camera2D (or Camera3D)
# └─ PhantomCameraHost
# Player (CharacterBody2D)
# └─ PhantomCamera2D (priority 0, follow_mode = SIMPLE, follow_target = Player)
# BossArena
# └─ PhantomCamera2D (priority 10, follow_mode = GROUP, follow_targets = [Player, Boss])# CameraRig.gd — on the Camera2D/Camera3D
extends Camera2D
@onready var host: PhantomCameraHost = $PhantomCameraHost
func _ready() -> void:
# host.camera_2d / host.camera_3d are populated automatically from get_parent()
var active := host.get_active_pcam()
print("Active PCam: ", active.name if active else "none")// CameraRig.cs — on the Camera2D/Camera3D
using PhantomCamera;
public partial class CameraRig : Camera2D
{
private PhantomCameraHost _host;
public override void _Ready()
{
// Host.Camera2D / Host.Camera3D are populated automatically from GetParent()
_host = GetNode<Node>("PhantomCameraHost").AsPhantomCameraHost();
var active = _host.GetActivePhantomCamera();
GD.Print("Active PCam: ", active is PhantomCamera2D p ? p.Node2D.Name.ToString() : "none");
}
}PhantomCameraHost.interpolation_mode (C#: InterpolationMode, enum Auto/Idle/Physics/Manual)
controls when the Host updates the real camera:
AUTO (default — picks physics or idle based on the active PCam's target), IDLE, PHYSICS, or
MANUAL (call host.process(delta) yourself each tick).
host_layers (@export_flags_2d_render / _3d_render) on both the Host and each PCam gate which PCams
a given Host will consider — a PCam is only eligible if its host_layers bitmask overlaps the Host's.
Every PhantomCamera2D/3D has priority: int = 0. The PhantomCameraHost attached to the scene's
real camera always follows the highest-priority PCam that shares a host_layers bit with it. Change
priority at runtime with set_priority(value) / read with get_priority() — values are clamped to
>= 0.
# TriggerArea.gd — raise priority while the player is inside, restore on exit
extends Area2D
@export var area_pcam: PhantomCamera2D
func _ready() -> void:
area_entered.connect(_on_entered)
area_exited.connect(_on_exited)
func _on_entered(area: Area2D) -> void:
if area.get_parent() is CharacterBody2D:
area_pcam.set_priority(20)
func _on_exited(area: Area2D) -> void:
if area.get_parent() is CharacterBody2D:
area_pcam.set_priority(0)using PhantomCamera;
public partial class TriggerArea : Area2D
{
[Export] private Node2D _areaPCamNode;
private PhantomCamera2D _areaPCam;
public override void _Ready()
{
_areaPCam = _areaPCamNode.AsPhantomCamera2D();
AreaEntered += a => { if (a.GetParent() is CharacterBody2D) _areaPCam.Priority = 20; };
AreaExited += a => { if (a.GetParent() is CharacterBody2D) _areaPCam.Priority = 0; };
}
}Useful events on each PCam wrapper: BecameActive, BecameInactive, TweenStarted, IsTweening
(every frame while transitioning), TweenInterrupted (a higher-priority PCam preempted this tween —
argument is the interrupting node), TweenCompleted — subscribe with +=, same names as the GDScript
signals in PascalCase.
priority_override: bool is an editor-only "force preview" toggle for quickly previewing a shot without
touching priority; it's disabled automatically in exported builds — don't use it for gameplay logic.
PhantomCamera2D/PhantomCamera3D follow a target through the FollowMode enum: GLUED, SIMPLE, GROUP, PATH, FRAMED, and THIRD_PERSON (3D only). The reference covers each mode's properties, GDScript and C# setup, GROUP auto-reframe, and the shared options follow_axis_lock, rotate_with_target (2D only), and lookahead, plus is_following() and teleport_position().
See references/follow-modes.md for the mode table, setup examples, and shared follow options.
PhantomCamera2D has no look-at system — only rotate_with_target (§5). PhantomCamera3D adds:
enum LookAtMode { NONE = 0, MIMIC = 1, SIMPLE = 2, GROUP = 3 }| Mode | Behavior |
|---|---|
MIMIC | Copies the target's rotation directly. |
SIMPLE | Looks straight at look_at_target (single Node3D). |
GROUP | Looks at the centroid of look_at_targets: Array[Node3D]. |
extends PhantomCamera3D
func _ready() -> void:
look_at_mode = LookAtMode.SIMPLE
look_at_target = get_node("../Boss")
look_at_damping = true
look_at_damping_value = 0.25 # single scalar, not per-axis
up_target = get_node("../GroundNormalMarker") # overrides `up` continuouslyusing PhantomCamera;
public partial class BossLookAtSetup : Node
{
[Export] private Node3D _pCamNode; // has a PhantomCamera3D node/script attached
[Export] private Node3D _boss;
[Export] private Node3D _groundNormalMarker;
public override void _Ready()
{
// LookAtMode has no wrapper setter (getter-only) — set it on the underlying node.
_pCamNode.Set("look_at_mode", (int)LookAtMode.Simple);
var pCam = _pCamNode.AsPhantomCamera3D();
pCam.LookAtTarget = _boss;
pCam.LookAtDamping = true;
pCam.LookAtDampingValue = 0.25f; // single scalar, not per-axis
pCam.UpTarget = _groundNormalMarker;
}
}Gotcha (from the addon's own runtime warning): combining a non-NONE follow_mode with a
non-NONE look_at_mode on the same PhantomCamera3D prints "Using both Look At and Follow Mode on
the same PCam3D has not been fully tested yet, proceed with caution!" — treat that combination as
experimental and verify it manually before shipping.
Each PCam owns a tween_resource: PhantomCameraTween (a Resource — share one .tres across several
PCams to reuse timing, or leave each with its own default instance):
enum TransitionType {
LINEAR = 0, SINE = 1, QUINT = 2, QUART = 3, QUAD = 4, EXPO = 5,
ELASTIC = 6, CUBIC = 7, CIRC = 8, BOUNCE = 9, BACK = 10,
}
enum EaseType { EASE_IN = 0, EASE_OUT = 1, EASE_IN_OUT = 2, EASE_OUT_IN = 3 }
@export var duration: float = 1.0
@export var transition: TransitionType = TransitionType.LINEAR
@export var ease: EaseType = EaseType.EASE_IN_OUTThese map 1:1 to Godot's built-in Tween.TransitionType / Tween.EaseType names (minus the
TRANS_/EASE_ prefixes) — see tween-animation for what each curve looks like.
# Cutscene PCam: slow, elastic-eased transition when it takes priority
extends PhantomCamera3D
func _ready() -> void:
tween_resource = PhantomCameraTween.new()
tween_duration = 1.5 # passthrough — writes tween_resource.duration
# TransitionType/EaseType live on PhantomCameraTween — qualify them:
tween_transition = PhantomCameraTween.TransitionType.ELASTIC
tween_ease = PhantomCameraTween.EaseType.EASE_OUTusing PhantomCamera;
public partial class CutsceneCamSetup : Node
{
[Export] private Node3D _pCamNode; // has a PhantomCamera3D node/script attached
public override void _Ready()
{
var pCam = _pCamNode.AsPhantomCamera3D();
pCam.TweenResource = PhantomCameraTween.New();
pCam.TweenDuration = 1.5f; // passthrough — writes TweenResource.Duration
pCam.TweenTransition = TransitionType.Elastic;
pCam.TweenEase = EaseType.EaseOut;
}
}tween_on_load: bool = true — if this PCam is already the highest-priority one when it's instantiated
at runtime, it tweens the camera into place on load; set false to cut instantly instead. If
tween_resource is null, get_tween_duration() returns 0.0 (instant cut).
PhantomCameraHost per real Camera2D/Camera3D, added as its childPhantomCamera2D/3D shares a host_layers bit with the Host that should track itset_priority() or the priority property (both route through the setter, which notifies the Host)follow_target / follow_targets assigned before relying on is_following()GROUP follow mode uses follow_targets (array), not follow_target (single node)THIRD_PERSON rotation setters (set_third_person_rotation/_degrees/_quaternion) guard on follow_mode == THIRD_PERSON and no-op with a printed error otherwise — set_follow_distance/set_spring_length/set_collision_mask(_value)/set_shape have no such guard and print nothingfollow_mode + look_at_mode on one PhantomCamera3D tested manually (addon marks this untested)tween_resource shared deliberately (same .tres) when multiple PCams should transition identicallyAsPhantomCamera2D()/AsPhantomCamera3D()/AsPhantomCameraHost()/AsPhantomCameraTween() — they are plain classes wrapping the node, not Node subclasses, so never class MyCam : PhantomCamera2DFollowMode/FollowLockAxis are dimension-suffixed (FollowMode2D, FollowLockAxis3D); LookAtMode, TransitionType, EaseType, InterpolationMode are notFollowMode/LookAtMode are getter-only on the wrapper — set them via .Set("follow_mode", (int)FollowMode2D.Simple) on the underlying nodeplugin.cfg/version control — pre-1.0, minor bumps can break API© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/phantom-camera of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Phantom Camera next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Phantom Camera this skilljame581/GodotPrompter | 792 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 9 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.3k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 263 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Works with
Categories
A skill your agent uses when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions. Phantom Camera is an agent skill from jame581/GodotPrompter.
Phantom Camera fits situations like: using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching; follow and look-at modes; tween transitions.
Run `npx skills add jame581/GodotPrompter --skill phantom-camera -a claude-code`. Or copy the skill folder (skills/phantom-camera in jame581/GodotPrompter) into .claude/skills/phantom-camera in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill phantom-camera -a codex`. Or copy the skill folder (skills/phantom-camera in jame581/GodotPrompter) into .agents/skills/phantom-camera in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill phantom-camera -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/phantom-camera, .gemini/skills/phantom-camera, .github/skills/phantom-camera and .opencode/skills/phantom-camera in your project.
SKILL.md names no scripts, command-line tools or credentials: Phantom Camera is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.
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.
Phantom Camera is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.2k tokens (SKILL.md is roughly 13k 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 869 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Phantom Camera: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 263 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.