Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
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…
$ npx skills add ukanwat/overtime --skill camera-systems -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime camera-systems --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/camera-systems .claude/skills/camera-systems && 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 "camera-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/camera-systems into .claude/skills/camera-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-systems", 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/ukanwat/overtime/tree/main/.claude/skills/camera-systemsType 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 ukanwat/overtime --skill camera-systems -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime camera-systems --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/camera-systems .agents/skills/camera-systems && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "camera-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/camera-systems into .agents/skills/camera-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-systems", 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 ukanwat/overtime --skill camera-systems -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime camera-systems --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/camera-systems .cursor/skills/camera-systems && 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 "camera-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/camera-systems into .cursor/skills/camera-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-systems", 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/ukanwat/overtime.git --path .claude/skills/camera-systems--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 ukanwat/overtime --skill camera-systems -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime camera-systems --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/camera-systems .gemini/skills/camera-systems && 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 "camera-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/camera-systems into .gemini/skills/camera-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-systems", 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 ukanwat/overtime camera-systemsInstalls 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 ukanwat/overtime --skill camera-systems -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/camera-systems .github/skills/camera-systems && 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 "camera-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/camera-systems into .github/skills/camera-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-systems", 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 ukanwat/overtime --skill camera-systems -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime camera-systems --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/camera-systems .opencode/skills/camera-systems && 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 "camera-systems" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/camera-systems into .opencode/skills/camera-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "camera-systems", 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.
camera-systemsBuild 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. 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.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit fc215d4. 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).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From 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.
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.
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.
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 ukanwat/overtime at commit fc215d4, republished under its Apache-2.0 licence (© ukanwat). 702 words, ~2,196 tokens.
.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.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 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.
SmoothDamp), not a fixed lerp(a, b, 0.1) — that 0.1 is
per-frame and changes with frame rate.# 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# 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.# 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# 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.game-feel)# 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.lerp(pos, target, const) per frame is frame-rate dependent — floatier at 30 FPS, snappier
at 144. Use 1 - exp(-rate*dt) or SmoothDamp.LateUpdate / after movement/physics resolve.SmoothDamp distance whip across the level.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
SKILL.md and 1 other file (references) in .claude/skills/camera-systems of ukanwat/overtime.
Open the folder on GitHubat commit fc215d4
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.
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Camera Systems this skillukanwat/overtime | 387 | 1 repos | ~2.2k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 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 Containersthedivergentai/GD-Agentic-Skills | 809 | 1 repos | ~3.7k | Automated safety check: Pass | LGPL-3.0 | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 271 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | 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.
thedivergentai/GD-Agentic-Skills
Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer).
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…
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
ukanwat/overtime
Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and…
Works with
Categories
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.
Camera Systems fits situations like: the user mentions camera follow; camera smoothing; camera bounds/ limits; third-person camera.
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.
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.
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.
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..
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.
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.
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.
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.
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.
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.