
Publisher
ramoks
Phantom Camera
A Camera addon for Godot 4.
This plugin has been mirrored from the Godot Asset Library.
The plugin author is in no way affiliated with Gadget.
If you are the author of this plugin and would like this mirror removed, please contact support@gadgetgodot.com.
What is it?
Phantom Camera is a Godot 4 plugin designed to provide and simplify common behaviors for the built-in Camera2D
and Camera3D
nodes - heavily inspired by a Unity package called Cinemachine.
It allows for simple behaviours such as following and looking at specific nodes, with an optional smooth/dampened movement, to more advance logic like reframing itself to keep multiple nodes in view and dynamically animate between specific camera positions, i.e. other PhantomCamera
nodes, on demand.
https://github.com/ramokz/phantom-camera/assets/5159399/2a900def-4a8b-46c2-976c-b8e66feec953
Documentation & Guides
Roadmap
Showcases
(English)
Phantom Camera For Godot Is Awesome!
GameFromScratch
(Spanish)
Mejores cámaras con Phantom Camera
Bissash
(Portuguese)
CÂMERA mais DINÂMICA com Phanton Camera
Clécio Espindola GameDev
(English)
The 4 MUST Have ADDONS for Godot 4
DevWorm
Features
Priority
Determines which PhantomCamera should be active with the Camera2D/Camera3D.
When a new camera recieves a higher priority than currently active PhantomCamera the Camera2D/Camera3D will seamlessly transition to the new one.
Follow Mode
Define how the Camera2D/Camera3D should follow, or reposition based on, its target(s).
Glued
Sticks to its target.
Simple
Follows the target with an optional offset and damping.
2D
3D
Group
Follows the centre of a collection of targets.
2D
3D
Path
Follows a target while being positionally confined to a Path node.
2D
3D
Framed
Enables dynamic framing of a given target using dead zones. Dead zones enable the camera to remain still until the target moves far enough away from the camera's view. This is determined by the horizontal and vertical dead zone size in their respective properties within the inspector.
2D
3D
Third Person
As the name implies, this mode is meant to be used for third person camera experiences. It works by applying a SpringArm3D node as a parent, where its properties, such as Collison Mask, Spring Length and Margin, can be adjusted from the PhantomCamera node.
2D
3D
Not available in 2D
Zoom (2D)
Define the Zoom level for the Camera2D.
2D
3D
Not available in 3D
Look At (3D)
Defines where the Camera3D should be looking—adjusting its rotational value.
Mimic
Copies the rotational value of its target.
Simple
Looks At the target with an optional offset.
2D
3D
Not available in 2D
Group
Looks at the centre of a collection of targets.
2D
3D
Not available in 2D
Tween
Tweak how the Camera2d/Camera3D tweens to a newly active PhantomCamera.
2D
3D
Viewfinder
https://github.com/ramokz/phantom-camera/assets/5159399/6c9d1653-b4c6-4b5d-8855-402776645689
Preview what the Camera2D
/ Camera3D
sees when attached to a PhantomCamera. Accessible from the bottom panel labelled Phantom Camera
. The viewfinder rendering of the scene will only work when the combination of a Camera
, PhantomCameraHost
and PhantomCamera
are present in the scene.
🪀 Example Scenes
A 2D and 3D example scenes can be found inside res://addons/phantom_camera/examples
.
💾 Installation
Asset Library (Recommended - Stable)
- In Godot, open the
AssetLib
tab. - Search for and select "Phantom Camera".
- Download then install the plugin (be sure to only select the
phantom_camera
directory). - Enable the plugin inside
Project/Project Settings/Plugins
.
Github Releases (Recommended - Stable)
- Download a release build.
- Extract the zip file and move the
addons/phantom_camera
directory into the project root location. - Enable the plugin inside
Project/Project Settings/Plugins
.
Github Main (Latest - Unstable)
- Download the latest
main branch
. - Extract the zip file and move the
addons/phantom_camera
directory into project's root location. - Enable the plugin inside
Project/Project Settings/Plugins
.
For more help, see Godot's official documentation
📖 Roadmap
See the project page for upcoming features.
FAQ
See the FAQ page on the documentation site.
Contribution
See the contribution guidelines on the documentation site.
Credits
- Unity's Cinemachine Package for the key inspiration
- Godot for their amazing work creating the engine