Agent skill

Camera Systems

by ukanwat in ukanwat/overtime

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…

Apache-2.0Auto-check passedGame Development

Install Camera Systems

skills CLI
$ npx skills add ukanwat/overtime --skill camera-systems -a claude-code

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

GitHub CLI
$ gh skill install ukanwat/overtime camera-systems --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/camera-systems .claude/skills/camera-systems && 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-systems
GitHub stars
387
Used in
1 other repo
Token cost
~2.2k tokens
SKILL.md length
702 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…

  • Works in 5 steps: Godot 2D built-in follow: smoothing +… → Frame-rate-independent smooth follow… → Deadzone + look-ahead (lead the player,… → …
  • The user mentions camera follow
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Camera Systems is an agent skill from ukanwat/overtime. Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person…

Its SKILL.md is about 2.2k 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-and-framing.md`). Compatibility notes: Engine-agnostic camera techniques; snippets in GDScript (Godot 4.x Camera2D/Camera3D) and C (Unity 6 / Cinemachine 3). Pairs with godot-2d-movement…

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • The user mentions camera follow
  • Camera smoothing
  • Camera bounds/ limits
  • Third-person camera

Example prompts

  • “/camera-systems”

Requirements

  • Compatibility (from SKILL.md): Engine-agnostic camera techniques; snippets in GDScript (Godot 4.x Camera2D/Camera3D) and C# (Unity 6 / Cinemachine 3). Pairs with godot-2d-movement, godot-3d-essentials, and game-feel.

Workflow steps

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

  1. Godot 2D built-in follow: smoothing + bounds (don't hand-roll first)
  2. Frame-rate-independent smooth follow (when you hand-roll it)
  3. Deadzone + look-ahead (lead the player, ignore jitter)
  4. 3D third-person orbit with collision push-in
  5. Screen shake hook (owned trigger lives in game-feel)

What it can do on your machine

Read from SKILL.md and the folder at commit fc215d4. 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).

    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.

  • Compatibility

    Engine-agnostic camera techniques; snippets in GDScript (Godot 4.x Camera2D/Camera3D) and C# (Unity 6 / Cinemachine 3). Pairs with godot-2d-movement, godot-3d-essentials, and game-feel.

    From compatibility in the SKILL.md frontmatter.

Context cost

Camera Systems loads about 2.2k tokens when it runs, and up to ~3.4k if it reads all its reference files. Until then it costs about 142 tokens; SKILL.md has 702 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~142
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.4k

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 ukanwat/overtime at commit fc215d4, republished under its Apache-2.0 licence (© ukanwat). 702 words, ~2,196 tokens.

Download SKILL.mdSave it as .claude/skills/camera-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
camera-systems
description
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.
compatibility
Engine-agnostic camera techniques; snippets in GDScript (Godot 4.x Camera2D/Camera3D) and C# (Unity 6 / Cinemachine 3). Pairs with godot-2d-movement, godot-3d-essentials, and game-feel.
license
Apache-2.0
metadata.engine
none
metadata.category
disciplines
metadata.difficulty
intermediate

Camera systems

The camera is the player's window; bad camera work makes a good game feel awful. This skill covers the engine-neutral camera techniques — smooth follow, deadzones, look-ahead, bounds clamping, third-person orbit with collision, first-person look, and multi-target framing — and maps them onto each engine's camera node or rig.

When to use

  • Use when a 2D camera should follow the player smoothly, stay inside the level, lead the player's motion, or ignore small movements (deadzone).
  • Use when building a 3D third-person orbit camera (mouse/stick look, collision push-in) or a first-person look controller, or framing multiple targets at once.
  • Use to fix camera jitter, snapping, motion sickness, or a camera that shows past the level edge.

When not to use: for the magnitude and trigger of screen shake and impact juice, use game-feel (this skill exposes the shake offset hook it drives). For the engine's concrete camera node/component setup, use godot-3d-essentials (Camera3D, environment) or the engine skill. For player movement itself use the engine movement skill (godot-2d-movement). For performance of many cameras/render targets, see performance-optimization.

Core workflow

  1. Decide what the camera serves. Platformer (lead the jump, see hazards), top-down (center with deadzone), third-person (orbit + collision), first-person (look only). The genre sets the rules.
  2. Follow smoothly and frame-rate independently. Move the camera toward the target with exponential smoothing or a spring (SmoothDamp), not a fixed lerp(a, b, 0.1) — that 0.1 is per-frame and changes with frame rate.
  3. Add a deadzone so tiny target movements don't nudge the camera; it only follows once the target leaves a box/zone. Stops nausea in twitchy games.
  4. Lead the action with look-ahead by offsetting the camera target in the direction of motion or facing, eased in/out so it doesn't whip.
  5. Clamp to level bounds so the camera never shows outside the playable area; combine with smoothing so it eases to a stop at the edge.
  6. For 3D, separate look from collision. Orbit via yaw/pitch on a rig; use a spring arm / ray to pull the camera in when geometry blocks it; clamp pitch.
  7. Update the camera after the target moves. Follow in the late/post step (after movement and physics resolve) to avoid a one-frame lag jitter.
  8. Verify by moving the target at low and high frame rates, into corners and walls, and at the level edges; confirm no jitter, no peeking past bounds, smooth stops. Report what you saw.

Patterns

1. Godot 2D built-in follow: smoothing + bounds (don't hand-roll first)
gdscript
# Godot 4.x Camera2D. Engine-provided smoothing + hard limits + drag margins.
@onready var cam := $Camera2D
func _ready() -> void:
    cam.make_current()
    cam.position_smoothing_enabled = true
    cam.position_smoothing_speed = 6.0           # higher = snappier; lower = floatier
    cam.limit_left = 0; cam.limit_top = 0        # clamp to the level rect (pixels)
    cam.limit_right = level_width; cam.limit_bottom = level_height
    cam.drag_horizontal_enabled = true           # built-in deadzone via drag margins
2. Frame-rate-independent smooth follow (when you hand-roll it)
gdscript
# RIGHT: exponential smoothing — same feel at any FPS. `rate` ~ 5..12.
func _follow(dt: float) -> void:
    var t := 1.0 - exp(-rate * dt)               # converges correctly regardless of dt
    global_position = global_position.lerp(target.global_position, t)
# WRONG: global_position = global_position.lerp(target.global_position, 0.1)
#        → faster smoothing at higher FPS; different feel on every machine.
# Unity 6: Vector3.SmoothDamp(transform.position, target.position, ref vel, smoothTime) in
# LateUpdate gives the same spring behavior with built-in frame-rate correction.
Show full SKILL.md (283 more words)Show less
3. Deadzone + look-ahead (lead the player, ignore jitter)
gdscript
# Camera only chases once the target leaves the deadzone box, then aims AHEAD of motion.
func _camera_target(dt: float) -> Vector2:
    var to := target.global_position - _focus
    var dz := deadzone_half_extents                  # e.g. Vector2(48, 32)
    # Only move the focus by the overflow beyond the deadzone (per axis).
    _focus.x += clampf(absf(to.x) - dz.x, 0, INF) * signf(to.x)
    _focus.y += clampf(absf(to.y) - dz.y, 0, INF) * signf(to.y)
    var lead := target.velocity.normalized() * look_ahead_dist    # aim ahead of travel
    return _focus + lead
4. 3D third-person orbit with collision push-in
gdscript
# Godot 4.x. Yaw/pitch a pivot; a SpringArm3D auto-pulls the camera in when blocked.
func _unhandled_input(e):
    if e is InputEventMouseMotion:
        _yaw -= e.relative.x * sensitivity
        _pitch = clampf(_pitch - e.relative.y * sensitivity, -1.2, 0.4)   # clamp pitch!
func _process(_dt):
    pivot.rotation = Vector3(_pitch, _yaw, 0)
    # $SpringArm3D handles wall collision: set spring_length + collision_mask; the child
    # Camera3D slides in automatically. RIGHT: spring arm. WRONG: camera clips through walls.
# Unity 6: a Cinemachine 3 CinemachineCamera (namespace Unity.Cinemachine) with an Orbital
# Follow + Cinemachine Deoccluder; the CinemachineBrain on the Camera blends automatically.
5. Screen shake hook (owned trigger lives in game-feel)
gdscript
# Expose an additive offset the game-feel trauma model writes to; follow + shake compose.
var shake_offset := Vector2.ZERO                 # set each frame by game-feel (trauma^2 * noise)
func _apply(final_focus: Vector2) -> void:
    global_position = final_focus + shake_offset  # shake rides ON TOP of smooth follow
# Unity Cinemachine: add a CinemachineBasicMultiChannelPerlin and set amplitude from trauma.

Pitfalls

  • lerp(pos, target, const) per frame is frame-rate dependent — floatier at 30 FPS, snappier at 144. Use 1 - exp(-rate*dt) or SmoothDamp.
  • Following in the normal update before the target has moved yields a one-frame lag jitter. Follow in LateUpdate / after movement/physics resolve.
  • No bounds clamp lets the camera show black past the level edge. Clamp focus to the level rect (account for the viewport half-size so the view, not the center, stays inside).
  • No deadzone in twitchy games makes the camera twitch with every micro-movement → nausea.
  • Unclamped pitch in third/first-person flips the camera over the top. Clamp pitch to ~±80°.
  • Camera clipping through walls in 3D — use a spring arm / occlusion ray to pull in.
  • Snapping on teleport/respawn is jarring; either hard-cut intentionally (and reset smoothing) or fast-ease. Don't let a huge SmoothDamp distance whip across the level.
  • Shake driving the follow target instead of an additive offset makes follow fight shake. Compose: smooth follow first, add shake offset last.
  • Per-axis vs radial deadzone confusion — a box deadzone feels different from a circular one; pick deliberately.

References

  • For the exponential-smoothing/spring derivation, a complete deadzone+look-ahead+bounds 2D rig, 3D spring-arm/orbit details, first-person look, multi-target/group framing and split-screen, cinematic camera blends, and the Cinemachine 3 / Godot Camera2D / PhantomCamera mapping, read references/follow-and-framing.md.
  • game-feel — owns screen-shake trauma/triggers; this skill exposes the offset it writes.
  • godot-2d-movement, godot-3d-essentials — the player/world the camera frames; Camera3D setup.
  • physics-tuning — interpolate camera follow with the physics step to kill jitter.
  • platformer, fps-shooter — genres whose camera rules this skill implements.
  • performance-optimization — cost of extra cameras, render targets, and split-screen.

© ukanwat, Apache-2.0. 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 .claude/skills/camera-systems of ukanwat/overtime.

  • SKILL.md
  • references/follow-and-framing.md

Open the folder on GitHubat commit fc215d4

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Camera Systems 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.

Camera Systems compared with similar skills
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Camera Systems this skillukanwat/overtime3871 repos~2.2kAutomated safety check: PassApache-2.0
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Godot UI Containersthedivergentai/GD-Agentic-Skills8091 repos~3.7kAutomated safety check: PassLGPL-3.0
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration271—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT

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Works with

Questions about Camera Systems

What does Camera Systems do?

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…. Camera Systems is an agent skill from ukanwat/overtime. Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook.

When should I use Camera Systems?

Camera Systems fits situations like: the user mentions camera follow; camera smoothing; camera bounds/ limits; third-person camera.

How do I install Camera Systems in Claude Code?

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

How do I install Camera Systems in Codex?

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

Can I use 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 ukanwat/overtime --skill camera-systems -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-systems, .gemini/skills/camera-systems, .github/skills/camera-systems and .opencode/skills/camera-systems in your project.

What does Camera Systems need to run?

SKILL.md names no scripts, command-line tools or credentials: Camera Systems is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic camera techniques; snippets in GDScript (Godot 4.x Camera2D/Camera3D) and C# (Unity 6 / Cinemachine 3). Pairs with godot-2d-movement, godot-3d-essentials, and game-feel..

Does 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 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 Camera Systems use?

Camera Systems is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Camera Systems use?

About 2.2k tokens (SKILL.md is roughly 8.8k 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 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Camera Systems?

Skills that share tags, products or a category with Camera Systems: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Containers (thedivergentai/GD-Agentic-Skills, 809 stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 271 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Camera Systems?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 6, 2026.

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