Agent skill

Phantom Camera

by jame581 in jame581/GodotPrompter

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

MITAuto-check passedGame Development

Install Phantom Camera

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

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

GitHub CLI
$ gh skill install jame581/GodotPrompter phantom-camera --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/phantom-camera .claude/skills/phantom-camera && 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
phantom-camera
GitHub stars
792
Token cost
~3.2k tokens
SKILL.md length
962 words
Files
2 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 7 steps: When to use Phantom Camera vs.… → Install & setup → Host + camera model → …
  • Using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching
  • SKILL.md covers 1. When to use Phantom Camera…, 2. Install & setup, 3. Host + camera model and 4. Priority-based switching, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching
  • Follow and look-at modes
  • Tween transitions

Example prompts

  • “/phantom-camera”

Workflow steps

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

  1. When to use Phantom Camera vs. camera-system
  2. Install & setup
  3. Host + camera model
  4. Priority-based switching
  5. Follow modes
  6. Look-at modes (3D only)
  7. Tweening between cameras

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

    Links to these hosts (documentation or services it may open):

    • github.com

    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

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.

Always · name and description, kept in context so the agent knows when to use it
~39
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.1k

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). 962 words, ~3,223 tokens.

Download SKILL.mdSave it as .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.
name
phantom-camera
description
Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions

Phantom Camera

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 .cs files in the addon. Pre-1.0: minor versions may break API.


1. When to use Phantom Camera vs. camera-system

ApproachBest for
Hand-rolled (camera-system skill)One camera, simple follow/shake, no addon dependency
Phantom CameraMultiple 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.


2. Install & setup

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).


3. Host + camera model

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.
gdscript
# 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])
gdscript
# 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")
csharp
// 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.


4. Priority-based switching

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.

gdscript
# 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)
csharp
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.


Show full SKILL.md (405 more words)Show less

5. Follow modes

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.


6. Look-at modes (3D only)

PhantomCamera2D has no look-at system — only rotate_with_target (§5). PhantomCamera3D adds:

gdscript
enum LookAtMode { NONE = 0, MIMIC = 1, SIMPLE = 2, GROUP = 3 }
ModeBehavior
MIMICCopies the target's rotation directly.
SIMPLELooks straight at look_at_target (single Node3D).
GROUPLooks at the centroid of look_at_targets: Array[Node3D].
gdscript
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` continuously
csharp
using 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.


7. Tweening between cameras

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):

gdscript
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_OUT

These 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.

gdscript
# 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_OUT
csharp
using 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).


Implementation checklist

  • Exactly one PhantomCameraHost per real Camera2D/Camera3D, added as its child
  • Every PhantomCamera2D/3D shares a host_layers bit with the Host that should track it
  • Priority changes use set_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)
  • 3D 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 nothing
  • Combined follow_mode + look_at_mode on one PhantomCamera3D tested manually (addon marks this untested)
  • tween_resource shared deliberately (same .tres) when multiple PCams should transition identically
  • C# obtains wrappers via AsPhantomCamera2D()/AsPhantomCamera3D()/AsPhantomCameraHost()/AsPhantomCameraTween() — they are plain classes wrapping the node, not Node subclasses, so never class MyCam : PhantomCamera2D
  • C# enum names: only FollowMode/FollowLockAxis are dimension-suffixed (FollowMode2D, FollowLockAxis3D); LookAtMode, TransitionType, EaseType, InterpolationMode are not
  • FollowMode/LookAtMode are getter-only on the wrapper — set them via .Set("follow_mode", (int)FollowMode2D.Simple) on the underlying node
  • Pin the addon version in plugin.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

Files

SKILL.md and 1 other file (references) in skills/phantom-camera of jame581/GodotPrompter.

  • SKILL.md
  • references/follow-modes.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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.

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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration263—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Phantom Camera

What does Phantom Camera do?

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.

When should I use Phantom Camera?

Phantom Camera fits situations like: using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching; follow and look-at modes; tween transitions.

How do I install Phantom Camera in Claude Code?

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.

How do I install Phantom Camera in Codex?

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.

Can I use Phantom Camera 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 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.

What does Phantom Camera need to run?

SKILL.md names no scripts, command-line tools or credentials: Phantom Camera is instructions for the agent only.

Does Phantom Camera access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Phantom Camera 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 Phantom Camera use?

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.

How many tokens does Phantom Camera use?

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.

What are the alternatives to Phantom Camera?

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.

Who maintains Phantom Camera?

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.