| 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
| 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.
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.
# 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")
using PhantomCamera;
public partial class CameraRig : Camera2D
{
private PhantomCameraHost _host;
public override void _Ready()
{
_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.
# 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.
5. Follow modes
FollowMode enum (2D and 3D share the first six; 3D adds THIRD_PERSON):
enum FollowMode {
NONE = 0, GLUED = 1, SIMPLE = 2, GROUP = 3, PATH = 4, FRAMED = 5,
THIRD_PERSON = 6, # PhantomCamera3D only
}
| Mode | Behavior | Key properties |
|---|
GLUED | Sticks exactly to follow_target. | follow_target |
SIMPLE | Follows follow_target with an offset and optional damping. | follow_offset, follow_damping, follow_damping_value |
GROUP | Follows the centroid of follow_targets, can auto-reframe. | follow_targets: Array[Node2D/3D] |
PATH | Follows follow_target while confined to the closest point on follow_path. | follow_path (Path2D/Path3D) |
FRAMED | Dead-zone follow — only moves once the target nears the frame edge. | dead_zone_width, dead_zone_height; emits dead_zone_reached(side) |
THIRD_PERSON (3D) | Drives a SpringArm3D at the target, allowing orbit. | follow_distance, collision_mask, shape, vertical_rotation_offset, horizontal_rotation_offset |
# Player-follow with damping — PhantomCamera2D inspector or code
extends PhantomCamera2D
func _ready() -> void:
follow_mode = FollowMode.SIMPLE
follow_target = get_node("../Player")
follow_damping = true
follow_damping_value = Vector2(0.15, 0.15) # lower = snappier
# Boss-fight group shot that auto-zooms to keep both combatants framed
extends PhantomCamera2D
func _ready() -> void:
follow_mode = FollowMode.GROUP
follow_targets = [get_node("../Player"), get_node("../Boss")]
auto_zoom = true
auto_zoom_min = 1.0
auto_zoom_max = 2.5
using PhantomCamera;
public partial class PlayerFollowSetup : Node
{
[Export] private Node2D _pCamNode;
[Export] private Node2D _player;
public override void _Ready()
{
_pCamNode.Set("follow_mode", (int)FollowMode2D.Simple);
var pCam = _pCamNode.AsPhantomCamera2D();
pCam.FollowTarget = _player;
pCam.FollowDamping = true;
pCam.FollowDampingValue = new Vector2(0.15f, 0.15f);
}
}
GROUP follows the same pattern: _pCamNode.Set("follow_mode", (int)FollowMode2D.Group), then
pCam.FollowTargets, pCam.AutoZoom, pCam.AutoZoomMin/AutoZoomMax — identical PascalCase names.
GROUP auto-reframe uses auto_zoom/auto_zoom_min/auto_zoom_max/auto_zoom_margin in 2D (adjusts
Camera2D.zoom), and auto_follow_distance/auto_follow_distance_min/auto_follow_distance_max in 3D
(adjusts distance along local -z).
Shared follow options: follow_axis_lock (FollowLockAxis — 2D: NONE, X, Y, XY; 3D adds Z, XZ, YZ, XYZ), rotate_with_target: bool (2D-only; requires Camera2D.ignore_rotation = false), lookahead: bool + lookahead_time/lookahead_acceleration/lookahead_deceleration (velocity-based look-ahead;
2D also exposes a lookahead_max/lookahead_max_value velocity clamp that 3D does not).
Query state with is_following() -> bool; snap instantly (bypassing damping) with
teleport_position().
6. Look-at modes (3D only)
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;
[Export] private Node3D _boss;
[Export] private Node3D _groundNormalMarker;
public override void _Ready()
{
_pCamNode.Set("look_at_mode", (int)LookAtMode.Simple);
var pCam = _pCamNode.AsPhantomCamera3D();
pCam.LookAtTarget = _boss;
pCam.LookAtDamping = true;
pCam.LookAtDampingValue = 0.25f;
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):
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;
public override void _Ready()
{
var pCam = _pCamNode.AsPhantomCamera3D();
pCam.TweenResource = PhantomCameraTween.New();
pCam.TweenDuration = 1.5f;
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