| name | godot-camera-systems |
| description | Controls Godot Camera2D/Camera3D follow: position_smoothing, trauma shake on offset, drag_margin deadzones, look-ahead, SpringArm3D, and split-screen viewports. Use when the user wants a player camera, cinematic PathFollow, or RemoteTransform decoupling. Trigger: camera_limits, limit_smoothed, look_at. Not for GridMap/CSG world layout or AnimationPlayer tracks as the camera rig. Never snap global_position to the target every frame or parent the camera to a high-speed physics body. |
| version | 1.0.1 |
When to Use
Use this skill when implementing 2D/3D camera control, smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Ideal for player cameras, cinematic sequences, or multi-camera systems.
Prerequisites
- Target engine: Godot 4.7+ (stable, 2026-06-18).
- Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
- NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.
Procedure
1. Load Required Scripts
MANDATORY: Read the relevant script from scripts/ before implementing camera behaviors.
- Load
scripts/camera_shake_trauma_pro.gd when implementing advanced noise-based screenshake (Trauma system) for organic, non-jittery explosions and impacts.
- Load
scripts/cinematic_framing_logic.gd when managing Rule of Thirds and Lead Room in code for high-quality cinematic composition.
- Load
scripts/camera_state_machine.gd when managing transitions between 'Follow', 'Static', and 'Cinematic' camera states with Tweens.
- Load
scripts/minimap_viewport_manager.gd when optimizing SubViewports for Mini-maps and UI overlays to reduce render updates.
- Load
scripts/split_screen_setup.gd when building dynamic split-screen architecture for local multiplayer, handling viewport stretching and audio listeners.
- Load
scripts/remote_transform_decoupling.gd when decoupling camera position from player rotation/scale using RemoteTransform2D for high-speed stability.
- Load
scripts/zoom_damping_controller.gd when implementing non-linear, smooth zoom logic with tactical overview bounds and mouse-wheel support.
- Load
scripts/spring_lerp_camera_3d.gd when building a physics-stable 3D follow camera using spring-mass interpolation to reduce follow-latency jitter.
- Load
scripts/first_person_sway.gd when adding procedural 8-figure head bob and weapon sway logic for immersive First-Person systems.
- Load
scripts/deadzone_drag_margins.gd when managing platformer-specific deadzones using code to control follow-margins and drag-center behavior.
2. Camera2D Basics & Smoothing
extends Camera2D
@export var target: Node2D
@export var follow_speed := 5.0
func _process(delta: float) -> void:
if target:
global_position = global_position.lerp(
target.global_position,
follow_speed * delta
)
func _ready() -> void:
# Built-in smoothing
position_smoothing_enabled = true
position_smoothing_speed = 5.0
3. Camera Limits
extends Camera2D
func _ready() -> void:
# Constrain camera to level bounds
limit_left = 0
limit_top = 0
limit_right = 1920
limit_bottom = 1080
# Smooth against limits
limit_smoothed = true
4. Camera Shake (Offset-based)
extends Camera2D
var shake_amount := 0.0
var shake_decay := 5.0
func _process(delta: float) -> void:
if shake_amount > 0:
shake_amount = max(shake_amount - shake_decay * delta, 0)
offset = Vector2(
randf_range(-shake_amount, shake_amount),
randf_range(-shake_amount, shake_amount)
)
else:
offset = Vector2.ZERO
func shake(intensity: float) -> void:
shake_amount = intensity
# Usage:
$Camera2D.shake(10.0) # Screen shake on explosion
5. Zoom Controls
extends Camera2D
@export var zoom_speed := 0.1
@export var min_zoom := 0.5
@export var max_zoom := 2.0
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
zoom_in()
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
zoom_out()
func zoom_in() -> void:
zoom = zoom.move_toward(Vector2.ONE * max_zoom, zoom_speed)
func zoom_out() -> void:
zoom = zoom.move_toward(Vector2.ONE * min_zoom, zoom_speed)
6. Look-Ahead Camera
extends Camera2D
@export var look_ahead_distance := 50.0
@export var target: CharacterBody2D
func _process(delta: float) -> void:
if target:
var look_ahead := target.velocity.normalized() * look_ahead_distance
global_position = target.global_position + look_ahead
7. Split-Screen (Multiple Cameras)
# Player 1 Camera
@onready var cam1: Camera2D = $Player1/Camera2D
# Player 2 Camera
@onready var cam2: Camera2D = $Player2/Camera2D
func _ready() -> void:
# Split viewport
cam1.anchor_mode = Camera2D.ANCHOR_MODE_DRAG_CENTER
cam2.anchor_mode = Camera2D.ANCHOR_MODE_DRAG_CENTER
8. Camera3D Patterns
Third-Person Camera
extends Camera3D
@export var target: Node3D
@export var distance := 5.0
@export var height := 2.0
@export var rotation_speed := 3.0
var rotation_angle := 0.0
func _process(delta: float) -> void:
if not target:
return
rotation_angle += Input.get_axis("camera_left", "camera_right") * rotation_speed * delta
var offset := Vector3(
sin(rotation_angle) * distance,
height,
cos(rotation_angle) * distance
)
global_position = target.global_position + offset
look_at(target.global_position, Vector3.UP)
First-Person Camera
extends Camera3D
@export var mouse_sensitivity := 0.002
@export var max_pitch := deg_to_rad(80)
var pitch := 0.0
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
get_parent().rotate_y(-event.relative.x * mouse_sensitivity)
pitch -= event.relative.y * mouse_sensitivity
pitch = clamp(pitch, -max_pitch, max_pitch)
rotation.x = pitch
9. Camera Transitions & Cinematic Cameras
# Smooth camera position change
func move_to_position(target_pos: Vector2, duration: float = 1.0) -> void:
var tween := create_tween()
tween.tween_property(self, "global_position", target_pos, duration)
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
# Camera path following
extends Path2D
@onready var path_follow: PathFollow2D = $PathFollow2D
@onready var camera: Camera2D = $PathFollow2D/Camera2D
func play_cutscene(duration: float) -> void:
var tween := create_tween()
tween.tween_property(path_follow, "progress_ratio", 1.0, duration)
await tween.finished
10. Expert Camera Architectures
Camera Framing Box (Multi-Target Framing)
class_name FramingBoxCamera2D extends Camera2D
## Dynamically zooms and pans to frame multiple targets.
@export var targets: Array[Node2D] = []
@export var margin: float = 100.0
@export var min_zoom: float = 0.5
@export var max_zoom: float = 2.0
func _physics_process(_delta: float) -> void:
if targets.is_empty(): return
var rect := Rect2(targets[0].global_position, Vector2.ZERO)
for target in targets:
rect = rect.expand(target.global_position)
rect = rect.grow(margin)
global_position = rect.get_center()
var screen_size := get_viewport_rect().size
var zoom_x := screen_size.x / rect.size.x
var zoom_y := screen_size.y / rect.size.y
var target_zoom := clampf(min(zoom_x, zoom_y), min_zoom, max_zoom)
zoom = Vector2.ONE * target_zoom
Camera Raycasting (Occlusion Aware)
class_name OcclusionAwareCamera3D extends Camera3D
## Prevents camera clipping via manual physics space raycasting.
@export var target: Node3D
@export var ideal_distance: float = 5.0
func _physics_process(_delta: float) -> void:
if not target: return
var space_state := get_world_3d().direct_space_state
var desired_pos := target.global_position + (Vector3.BACK * ideal_distance)
var query := PhysicsRayQueryParameters3D.create(target.global_position, desired_pos)
query.exclude = [target.get_rid()]
var result: Dictionary = space_state.intersect_ray(query)
if not result.is_empty():
global_position = result.position + result.normal * 0.2
else:
global_position = desired_pos
look_at(target.global_position)
Screenshake Audit (Trauma Decay Profiler)
class_name TraumaDebugger extends Node2D
## Visualizes the decay curve of a trauma-based shake system.
@export var camera: ProceduralScreenShake
var _history: PackedFloat32Array = []
func _process(_delta: float) -> void:
if not camera: return
_history.append(camera.get_current_trauma())
if _history.size() > 200: _history.remove_at(0)
queue_redraw()
func _draw() -> void:
var width := 400.0
var height := 100.0
var step := width / 200.0
for i in range(1, _history.size()):
var p1 := Vector2(i * step, height - (_history[i-1] * height))
var p2 := Vector2((i+1) * step, height - (_history[i] * height))
draw_line(p1, p2, Color.YELLOW, 2.0)
Pitfalls
- NEVER use
global_position = target.global_position every frame — Instant position matching causes jittery movement. Use lerp() or position_smoothing_enabled = true.
- NEVER use
offset for permanent camera positioning — offset is for shake, sway, or temporary recoil effects only. Use position for permanent framing to avoid logic conflicts.
- NEVER forget
limit_smoothed = true for Camera2D — Hard boundaries cause jarring visual stops. Smoothing against limits ensures a professional feel.
- NEVER enable multiple
Camera2D nodes in the same viewport simultaneously — Only the last enabled camera takes precedence. Explicitly disable inactive cameras.
- NEVER use
SpringArm3D without a collision mask — It will clip through terrain and walls. Set it to the world/environment layer.
- NEVER implement screen shake by randomizing
position directly — This overwrites follow-logic. Use offset or a dedicated Trauma/Noise system to Layer shake over the follow-position.
- NEVER parent the Camera directly to a high-speed physics body — Physics stutter or parent rotation will cause motion sickness. Use
RemoteTransform2D/3D with rotation sync disabled for a stable view.
- NEVER use
look_at() in 3D without a fallback for the 'Up' vector — If the target is directly above/below, the camera will flip wildly. Use guards or Quaternion math for vertical tracking.
- NEVER rely on
SubViewport defaults for Mini-maps — Viewports are expensive; explicitly set render_target_update_mode to UPDATE_WHEN_VISIBLE or a fixed lower framerate to save GPU.
- NEVER use linear interpolation for Zoom — It feels 'robotic'. Use exponential lerp or a
Tween with TRANS_CUBIC for a more natural tactical feel.
Verification
- Verify camera smoothing by checking
position_smoothing_enabled is true and position_smoothing_speed is set appropriately in the inspector or code.
- Verify camera limits by checking
limit_left, limit_top, limit_right, limit_bottom, and limit_smoothed are configured correctly.
- Verify screen shake by ensuring
offset is used for shake calculations instead of position.
- Verify 3D occlusion by checking
SpringArm3D collision mask or intersect_ray query excludes the target.
- Verify split-screen by checking only one
Camera2D is enabled per viewport.
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