phantom-camera

phantom-camera is a skill for Claude Code from jame581/GodotPrompter. It costs 33 tokens per session (4,335 once invoked), scanned A, original, MIT.

Instructions for using the Phantom Camera Godot addon to manage multiple 2D or 3D camera views. Cameras can follow targets, look at objects, switch by priority, and transition with tweens.

In plain words
What is it for?
Use it for gameplay cameras, cutscene shots, boss-fight framing, group views, paths, and third-person camera changes.
Why use it?
It removes the need to put every camera behavior and cutscene transition into one custom script.

Skill for Claude Code

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

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is follow_target = get_node("../Player").

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it for gameplay cameras, cutscene shots, boss-fight framing, group views, paths, and third-person camera changes.

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Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

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

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 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 phantom-camera

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/phantom-camera/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/phantom-camera)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/phantom-camera"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/phantom-camera/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 phantom-camera

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/phantom-camera"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/phantom-camera.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,335 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
  • 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 $0.00033 $0.04335
Opus 5 $0.00016 $0.02167
Sonnet 5 $0.00007 $0.00867
Haiku 4.5 $0.00003 $0.00434

Measured 6d ago against content hash aeafab663c26, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

phantom-camera 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/phantom-camera/SKILL.md · 370 lines

How it starts

The opening of the file, as written. The whole thing — 370 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phantom Camera

Related skills: camera-system for hand-rolled camera patterns, tween-animation for the easing concepts the transitions build on.

Addon: Phantom Camera · version v0.11.0.2 · Godot 4.4+ · MIT · source: https://github.com/ramokz/phantom-camera · nodes are GDScript, plus an official C# wrapper API (namespace PhantomCamera) shipped as source .cs files in the addon. Pre-1.0: minor versions may break API.


1. When to use Phantom Camera vs. camera-system

Approach Best for
Hand-rolled (camera-system skill) One camera, simple follow/shake, no addon dependency
Phantom Camera Multiple camera "shots" that need priority-based switching, dead-zone/group/path/third-person follow logic, and smooth resource-driven tweens between them — Cinemachine-style workflow

Reach for Phantom Camera when a scene needs several distinct camera behaviors (gameplay follow, a cutscene framing, a boss-fight group shot) that swap automatically based on priority, rather than one script juggling every case. It replaces the Camera2D/Camera3D positioning logic itself — you still keep exactly one real Camera2D/Camera3D per viewport; Phantom Camera nodes never render anything on their own.


2. Install & setup

Asset Library (recommended): Godot AssetLib → search "Phantom Camera" → Download (select only the phantom_camera directory) → Project → Project Settings → Plugins → enable it.

GitHub zip: extract addons/phantom_camera/ into the project root, then enable the plugin the same way.

Enabling the plugin auto-registers a PhantomCameraManager autoload singleton and restarts the editor every time _enable_plugin() runs (not just the first time) — expected behavior, not a bug. No manual autoload setup is needed. Six custom node types become available in the "Create New Node" dialog: PhantomCamera2D, PhantomCamera3D, PhantomCameraHost, PhantomCameraNoiseEmitter2D, PhantomCameraNoiseEmitter3D, and PhantomCameraTweenDirector.

Read the full file on GitHub · 370 lines

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 · 370 lines · 33 tokens per session scan A aeafab663c26

Subscribe to this mod's changes

phantom-camera is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 27d ago), licensed MIT. It adds 33 tokens to every session and 4,335 once invoked, about $0.0002 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 2026-09-03.