Phantom Camera is a Godot 4 plugin designed to provide and simplify common behaviors for the built-in Camera2D and Camera3D nodes - heavily inspired by a Unity package called Cinemachine.
It allows for simple behaviours such as following and looking at specific nodes, with an optional smooth/dampened movement, to more advance logic like reframing itself to keep multiple nodes in view and dynamically animate between specific camera positions, i.e. other PhantomCamera nodes, on demand.
Feature.Examples.mp4
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(English)
Phantom Camera For Godot Is Awesome!
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(Portuguese)
CÂMERA mais DINÂMICA com Phanton Camera
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(English) The 4 MUST Have ADDONS for Godot 4DevWorm |
Determines which PhantomCamera should be active with the Camera2D/Camera3D.
When a new camera recieves a higher priority than currently active PhantomCamera the Camera2D/Camera3D will seamlessly transition to the new one.
Define how the Camera2D/Camera3D should follow, or reposition based on, its target(s).
Sticks to its target.
Follows the target with an optional offset and damping.
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2D |
3D |
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2D-Follow-Simple.mp4 |
3D-Follow-Simple.mp4 |
Follows the centre of a collection of targets.
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2D |
3D |
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2D-Follow-Group.mp4 |
3D-Follow-Group.mp4 |
Follows a target while being positionally confined to a Path node.
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2D |
3D |
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2D-Follow-Path.mp4 |
3D-Follow-Path.mp4 |
Enables dynamic framing of a given target using dead zones. Dead zones enable the camera to remain still until the target moves far enough away from the camera's view. This is determined by the horizontal and vertical dead zone size in their respective properties within the inspector.
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2D |
3D |
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2D-Follow-Framed.mp4 |
3D-Follow-Framed.mp4 |
As the name implies, this mode is meant to be used for third person camera experiences.
It works by applying a SpringArm3D node as a parent, where its properties, such as Collison Mask, Spring Length and Margin, can be adjusted from the PhantomCamera node.
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2D |
3D |
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| Not available in 2D |
3D-Follow-Third-Person.mp4 |
Define the Zoom level for the Camera2D.
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