Phantom Camera Documentation

website·Indexed 32 days ago

https://phantom-camera.dev/

A Godot addon for managing 2D and 3D camera behavior. Features include PhantomCamera2D and PhantomCamera3D nodes, a variety of follow and look-at modes (such as Group, Framed, and Third Person), priority-based camera switching via PhantomCameraHost, and camera shake/noise effects using PhantomCameraNoise.

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What's inside Phantom Camera

  1. Overview of PhantomCameraNoise3D

    PhantomCameraNoise3D is a resource type used to define, calculate, and output noise values to a Camera3D through active PCam3Ds. This resource can be applied directly to a PhantomCamera3D noise property or used via a PhantomCameraNoiseEmitter3D node.
  2. Overview of PhantomCameraNoise

    PhantomCameraNoise is a feature that allows PCam2D and PCam3D nodes to apply noise (camera shake) to the camera. Noise values are stored within the individual PCam2D/3D node and are only applied to the Camera2D/3D when that specific PCam2D/3D is active.
  3. Overview of Third Person Follow (3D) mode

    The Third Person Follow (3D) mode is designed for third-person camera experiences. It utilizes a SpringArm3D internally, allowing developers to control properties like Collision Mask, Spring Length, and Margin directly from the PCam3D node.
  4. Overview of Camera3D Resource

    The Camera3D Resource (inheriting from Resource) allows a PCam3D to override specific properties of a Camera3D when it becomes active. Once applied, the Camera3D retains these values until they are overridden by another PCam3D and its associated resource.
  5. Overview of PhantomCameraHost (PCamHost)

    The PhantomCameraHost (shortened to PCamHost in text and pcam_host in code) is a node that manages PCam nodes within a scene. It determines which PCam the main Camera should be attached to and supplies the necessary logic to that camera. While most projects only need one PCamHost, multiple hosts can be used for specific use-cases like split-screen co-op where different cameras need to render different views simultaneously.
  6. Overview of Phantom Camera for Godot 4

    Phantom Camera is a Godot 4 addon that simplifies common Camera2D and Camera3D behaviors. Inspired by Unity's Cinemachine, it provides out-of-the-box functionality for following or looking at specific nodes with smoothing, re-framing to keep multiple nodes in view, and dynamically animating between points in space.
  7. Overview of TweenDirectorResource

    TweenDirectorResource is applied to a PhantomCameraTweenDirector. It allows developers to override the PhantomCameraTween applied to PCams based on a set of 'To' and 'From' targets. These targets can be defined as individual PCams in the scene or by the PhantomCameraTween resource applied to those cameras.
  8. Overview of PhantomCameraNoiseEmitter3D

    PhantomCameraNoiseEmitter3D (inherits Node3D) is used to apply positional and rotational noise, commonly known as 'camera shake', to a Camera3D. It is ideal for effects like impact hits, earthquakes, or adding subtle movement to prevent a camera from feeling too static. It can affect multiple PCams simultaneously based on matching noise emitter layers.
  9. Overview of Simple Look At (3D) mode

    The Simple Look At (3D) mode rotates the PCam3D to look directly at a specified target Node3D. The camera automatically updates its rotation as the target moves.
  10. Overview of PhantomCameraNoise2D

    PhantomCameraNoise2D is a resource type that defines, calculates, and outputs noise values to a Camera2D through active PCam2Ds. It can be applied directly to a PhantomCamera2D noise property or used via a PhantomCameraNoiseEmitter2D node.
  11. Overview of Glued Follow mode

    Glued Follow is the simplest and lightest follow mode in Phantom Camera. It mimics the positional movement of its target, making it ideal for cases where a camera needs to follow a target without additional complexity.
  12. Overview of PhantomCamera3D (PCam3D)

    PhantomCamera3D (shortened to PCam3D in text and pcam_3d in code) inherits from Node3D and is used to control 3D scenes. Multiple PCam3Ds can exist in a scene, and the one with the highest priority controls the active Camera3D. They can be manually enabled or disabled by toggling visibility in the Scene hierarchy panel.