Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill camera-systemsgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00127 | $0.02144 |
| Opus 5 | $0.00063 | $0.01072 |
| Sonnet 5 | $0.00025 | $0.00429 |
| Haiku 4.5 | $0.00013 | $0.00214 |
Grade A, and why
camera-systems scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- camera-systems — 91% identical, 14 lines differ
How it starts
The opening of the file, as written. The whole thing — 155 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Camera systems
The camera is the player's window; bad camera work makes a good game feel awful. This skill covers the engine-neutral camera techniques — smooth follow, deadzones, look-ahead, bounds clamping, third-person orbit with collision, first-person look, and multi-target framing — and maps them onto each engine's camera node or rig.
When to use
- Use when a 2D camera should follow the player smoothly, stay inside the level, lead the player's motion, or ignore small movements (deadzone).
- Use when building a 3D third-person orbit camera (mouse/stick look, collision push-in) or a first-person look controller, or framing multiple targets at once.
- Use to fix camera jitter, snapping, motion sickness, or a camera that shows past the level edge.
When not to use: for the magnitude and trigger of screen shake and impact juice, use
game-feel (this skill exposes the shake offset hook it drives). For the engine's concrete
camera node/component setup, use godot-3d-essentials (Camera3D, environment) or the engine
skill. For player movement itself use the engine movement skill (godot-2d-movement). For
performance of many cameras/render targets, see performance-optimization.
Core workflow
- Decide what the camera serves. Platformer (lead the jump, see hazards), top-down (center with deadzone), third-person (orbit + collision), first-person (look only). The genre sets the rules.
- Follow smoothly and frame-rate independently. Move the camera toward the target with
exponential smoothing or a spring (
SmoothDamp), not a fixedlerp(a, b, 0.1)— that 0.1 is per-frame and changes with frame rate. - Add a deadzone so tiny target movements don't nudge the camera; it only follows once the target leaves a box/zone. Stops nausea in twitchy games.
- Lead the action with look-ahead by offsetting the camera target in the direction of motion or facing, eased in/out so it doesn't whip.
- Clamp to level bounds so the camera never shows outside the playable area; combine with smoothing so it eases to a stop at the edge.
- For 3D, separate look from collision. Orbit via yaw/pitch on a rig; use a spring arm / ray to pull the camera in when geometry blocks it; clamp pitch.
- Update the camera after the target moves. Follow in the late/post step (after movement and physics resolve) to avoid a one-frame lag jitter.
- Verify by moving the target at low and high frame rates, into corners and walls, and at the level edges; confirm no jitter, no peeking past bounds, smooth stops. Report what you saw.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 155 lines · 127 tokens per session scan A cec5e9ef16aa
camera-systems is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed yesterday), licensed Apache-2.0. It adds 127 tokens to every session and 2,144 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.