camera-systems

camera-systems is a skill for Claude Code, Codex from ukanwat/aaabench. It costs 127 tokens per session (2,226 once invoked), scanned A, a copy of camera-systems, MIT.

A collection of engine-independent techniques for building and tuning game cameras in 2D and 3D. It covers player following, dead zones, look-ahead, smoothing, level boundaries, orbit cameras, collision, first-person view, and framing several targets.

In plain words
What is it for?
Use it to build or fix 2D follow cameras, 3D third-person orbit cameras, first-person look controls, multi-target framing, and camera shake connection points.
Why use it?
It addresses cameras that jitter, snap, cause discomfort, lose sight of important objects, or show areas outside the level.

Skill for Claude CodeCodex

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

Made for: Claude Code, Codex.

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/ukanwat/aaabench/camera-systems.svg)](https://agentmods.dev/skills/ukanwat/aaabench/camera-systems)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/camera-systems"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/camera-systems.svg" alt="Measured on agentmods" 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 2,226 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 91% copy Near-identical to another mod 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 $0.00127 $0.02226
Opus 5 $0.00063 $0.01113
Sonnet 5 $0.00025 $0.00445
Haiku 4.5 $0.00013 $0.00223

Measured 4d ago against content hash fbd75ed17389, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 4d 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

This is a copy

91% identical to camera-systems — 14 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/camera-systems/SKILL.md · 161 lines

How it starts

The opening of the file, as written. The whole thing — 161 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 · 161 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. 4d ago First seen · 161 lines · 127 tokens per session scan A fbd75ed17389

Subscribe to this mod's changes

camera-systems is a skill published in the GitHub repository ukanwat/aaabench (378 stars, last pushed 20d ago), licensed MIT. It adds 127 tokens to every session and 2,226 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to camera-systems, differing in 14 lines, and is treated as a copy.

Related

Other skills, from other repositories

unreal-pie

Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…

dcc-mcp/dcc-mcp-unreal · 74 tokens

unreal-playtest-agent

Domain skill - run screenshot-light PIE playtest episodes with structured entity observations, bounded semantic actions, transition polling, and in-memory traces for QA and external policy or RL runners.

dcc-mcp/dcc-mcp-unreal · 41 tokens

unreal-actors

Domain skill - Unreal Engine actor management: list, spawn, transform, and delete level actors. Use when inspecting or editing actors in the current Unreal Editor level. Not for Content Browser asset import/export - use unreal-assets for that.

dcc-mcp/dcc-mcp-unreal · 51 tokens

unreal-cinematics

Domain skill — Sequencer shot and keyframe orchestration, camera cut tracks, and Movie Render Queue job setup. Use when creating or editing Level Sequences, authoring camera animation, or preparing an MRQ job in Unreal Engine 5. Not for Blueprint scripting (unreal-blueprints) or runtime playback (unreal-runtime).

dcc-mcp/dcc-mcp-unreal · 72 tokens

unreal-fab-assets

Acquire free Fab marketplace content through Unreal Engine's official Fab integration, then verify the imported Content Browser assets. Use when the user asks to find, download, add, or import Fab or Unreal Marketplace assets. Not for arbitrary file imports - use unreal-assets instead.

dcc-mcp/dcc-mcp-unreal · 58 tokens

unreal-metasound

Unreal Engine MetaSound Source authoring through the reflected Builder API: create sources, add typed inputs and exact registered nodes, connect opaque vertex handles, set defaults, inspect nodes, build, save, and validate. Use for procedural audio graphs in Unreal Engine 5.4+. Not for arbitrary asset management or…

dcc-mcp/dcc-mcp-unreal · 72 tokens