About this project
Phantom Camera is an addon for Godot 4 that provides and simplifies common behaviors for the built-in Camera2D and Camera3D nodes. It is heavily inspired by Unity's Cinemachine package.
Core capabilities described in the README:
- Priority: determines which PhantomCamera should be active with the Camera2D/Camera3D. When a new camera receives a higher priority than the currently active one, the camera seamlessly transitions to the new one.
- Follow modes: define how the camera follows or repositions based on its target(s). Modes include Glued (sticks to target), Simple (follows with optional offset and damping), Group (follows the centre of a collection of targets), Path (follows a target while confined to a Path node), Framed (dynamic framing using dead zones), and Third Person (uses a SpringArm3D parent, with collision mask, spring length and margin adjustable from the PhantomCamera node; 3D only).
- Zoom (2D): defines the zoom level for Camera2D.
- Look At (3D): defines where Camera3D should look by adjusting rotation. Modes include Mimic (copies target rotation), Simple (looks at target with optional offset), and Group (looks at the centre of a collection of targets).
- Tween: tweaks how the camera tweens to a newly active PhantomCamera.
- Viewfinder: previews what the Camera2D/Camera3D sees when attached to a PhantomCamera, accessible from a bottom panel labelled Phantom Camera. Rendering works when a Camera, PhantomCameraHost and PhantomCamera are present in the scene.
Example 2D and 3D scenes are included under res://addons/phantom_camera/examples.
Installation options described: Godot Asset Library (search "Phantom Camera", install the phantom_camera directory, enable the plugin in Project Settings/Plugins), GitHub releases (extract and move addons/phantom_camera into the project root, then enable), or the main branch for the latest unstable version. The project is MIT licensed and requires Godot 4.4+. Documentation, roadmap, FAQ and contribution guidelines are linked from the README.
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