camera-systems

camera-systems is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 127 tokens per session (2,144 once invoked), scanned A, original, Apache-2.0.

A collection of engine-independent techniques for controlling game cameras. It covers smooth 2D following, third-person and first-person 3D views, collision handling, level boundaries, and framing several targets.

In plain words
What is it for?
Use it to build or improve player-follow cameras, deadzones, look-ahead, orbit controls, collision push-in, first-person looking, multi-target framing, and camera shake hooks.
Why use it?
It helps prevent camera jitter, sudden snapping, motion sickness, and views that show outside the playable level. It also separates camera behavior from engine-specific setup.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit Use it to build or improve player-follow cameras, deadzones, look-ahead, orbit controls, collision push-in, first-person looking, multi-target framing, and camera shake hooks.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems
Install

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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill camera-systems
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

Wrote 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.

agentmods badge for camera-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/camera-systems)
Your own site
<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.

agentmods 80×15 button for camera-systems

Your own site · 80×15
<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>
Per session 127 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,144 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 12d ago against content hash cec5e9ef16aa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/disciplines/camera-systems/SKILL.md · 155 lines

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

  1. 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.
  2. Follow smoothly and frame-rate independently. Move the camera toward the target with exponential smoothing or a spring (SmoothDamp), not a fixed lerp(a, b, 0.1) — that 0.1 is per-frame and changes with frame rate.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

Read the full file on GitHub · 155 lines

Files

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.

Changes

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.

  1. 12d ago First seen · 155 lines · 127 tokens per session scan A cec5e9ef16aa

Subscribe to this mod's changes

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.