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 agentmods add skills/jame581/godotprompter/camera-systemnpx skills add jame581/GodotPrompter --skill camera-systemgit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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/jame581/godotprompter/camera-system)<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>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 | $0.00027 | $0.02933 |
| Opus 5 | $0.00014 | $0.01466 |
| Sonnet 5 | $0.00005 | $0.00587 |
| Haiku 4.5 | $0.00003 | $0.00293 |
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.
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)
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.
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.
- 6d ago First seen · 307 lines · 27 tokens per session scan A fc085ffae33d
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.
Other skills, from other repositories
roblox-camera
Use when scripting Roblox camera behavior, CFrame placement, screen raycasts, first or third-person views, or cutscenes.
roblox-lighting
Use for Roblox lighting, atmosphere, day/night, or post-processing effects.
roblox-localization
Use when implementing Roblox multi-language support, translation tables, auto-translation, locale-specific content, or region detection.
roblox-luau-core
Use for Luau language semantics, tables, control flow, string patterns, scope, closures, and cross-language translation errors.
roblox-performance
Use when profiling Roblox performance or diagnosing FPS, memory, network, mobile, or hot-path problems.
roblox-studio-mcp
Use when working with Roblox Studio through built-in MCP for scripts, scenes, generated assets, input, or playtesting.