camera-system

camera-system is a skill for Claude Code from jame581/GodotPrompter. It costs 27 tokens per session (2,933 once invoked), scanned A, original, MIT.

A guide to camera behavior in Godot 4.3+ games. It covers smooth following, screen shake, camera zones, and transitions in both 2D and 3D.

In plain words
What is it for?
Use it to make a camera follow a character, stay within level boundaries, react to impacts, use drag zones, and transition between views.
Why use it?
It helps prevent abrupt or poorly constrained camera movement during gameplay and scene changes.

Skill for Claude Code

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

Part of the godot-prompter plugin — 65 skills, 9 agents, 2 hooks shipped together

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.

agentmods
npx agentmods add skills/jame581/godotprompter/camera-system
Any agent
npx skills add jame581/GodotPrompter --skill camera-system
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 65 skills, 9 agents, 2 hooks.

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-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/camera-system.svg)](https://agentmods.dev/skills/jame581/godotprompter/camera-system)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/camera-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/camera-system.svg" alt="Measured on agentmods" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,933 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00027 $0.02933
Opus 5 $0.00014 $0.01466
Sonnet 5 $0.00005 $0.00587
Haiku 4.5 $0.00003 $0.00293

Measured 6d ago against content hash fc085ffae33d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

camera-system 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 6d 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.

skills/camera-system/SKILL.md · 307 lines

How it starts

The opening of the file, as written. The whole thing — 307 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Camera Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: player-controller for first-person camera setup, state-machine for camera state transitions, godot-optimization for camera culling and performance, physics-system for physics interpolation and camera smoothing, 2d-essentials for canvas layers, parallax scrolling, and coordinate conversion, math-essentials for smoothstep and lerp-based interpolation, tween-animation for camera shake and cinematic transitions, phantom-camera for a Cinemachine-style camera addon.


1. Camera2D Basics

Key Properties

Property Type Description
position_smoothing_enabled bool Enables built-in position smoothing (lerp toward target)
position_smoothing_speed float Speed of built-in smoothing (default 5.0)
drag_horizontal_enabled bool Enables a horizontal drag zone; camera only moves when target exits zone
drag_vertical_enabled bool Enables a vertical drag zone
limit_left int Left pixel boundary — camera will not scroll past this
limit_right int Right pixel boundary
limit_top int Top pixel boundary
limit_bottom int Bottom pixel boundary
zoom Vector2 Zoom level; Vector2(2, 2) = 2× zoom in, Vector2(0.5, 0.5) = zoom out

Set limits to match your tilemap or level bounds so the camera never shows outside the world. Limits are in world pixels, not tiles.


2. Smooth Follow

A manual follow camera gives more control than the built-in smoothing — you can add look-ahead, offset, and custom easing.

GDScript

extends Camera2D

## Target node to follow (assign in Inspector or via code)
@export var target: Node2D

## How quickly the camera catches up to the target (higher = snappier)
@export var follow_speed: float = 8.0

## How far ahead the camera leads in the movement direction
@export var look_ahead_distance: float = 80.0

## How quickly the look-ahead offset responds to direction changes
@export var look_ahead_speed: float = 4.0

var _look_ahead_offset: Vector2 = Vector2.ZERO
var _previous_target_pos: Vector2 = Vector2.ZERO

func _ready() -> void:
    # Disable built-in smoothing — we handle it manually
    position_smoothing_enabled = false
    if target:
        _previous_target_pos = target.global_position
        global_position = target.global_position

func _process(delta: float) -> void:
    if not target:
        return

    # Compute movement direction from last frame
    var move_delta: Vector2 = target.global_position - _previous_target_pos
    _previous_target_pos = target.global_position

    # Smoothly steer look-ahead offset toward movement direction
    var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO
    _look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)

    # Lerp camera position toward target + look-ahead
    var desired_pos: Vector2 = target.global_position + _look_ahead_offset
    global_position = global_position.lerp(desired_pos, follow_speed * delta)

Read the full file on GitHub · 307 lines

Files

What ships with it

4 files 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. 6d ago First seen · 307 lines · 27 tokens per session scan A fc085ffae33d

Subscribe to this mod's changes

camera-system is a skill published in the GitHub repository jame581/GodotPrompter (673 stars, last pushed 24d ago), licensed MIT. It adds 27 tokens to every session and 2,933 once invoked, about $0.0001 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.