godot-prompter-phantom-camera
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.csfiles 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.