Individual skill

phantom-camera

Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions

skills/phantom-camera/SKILL.md

Read pinned source

Source commit f86c8ce101f50b07edfcc34e5664cd3efee53237

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
No
Observed behavior
Network or broad shell
Last checked
Nov 11, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
952
Repository last updated
Nov 11, 2026
License
MIT

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# 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 |
Back to top