Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
インストールする前に、エージェントに与えられる指示の中身を確認できます。
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` continuously
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.
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_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.
# 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
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).
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まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
日本語の概要は準備中です。原文の説明を表示しています。
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
日本語の概要は準備中です。原文の説明を表示しています。