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ramokz/phantom-camera
A Godot 4 addon that adds Cinemachine-style camera control to Camera2D and Camera3D nodes, including follow, look-at, priority and tween transitions.
Open-source alternative to:Cinemachine
- Stars
- 3,620
- Forks
- 143
- Open issues
- 66
- Last commit
- yesterday
What is it?
Phantom Camera is a plugin for Godot 4 that wraps the built-in Camera2D and Camera3D nodes with higher-level camera behaviors. Developers place PhantomCamera nodes in a scene and the plugin decides which one drives the active camera, handling the movement between them. It is modeled on Unity's Cinemachine package.
Simple setups use follow modes such as Glued, Simple with offset and damping, and Group, which tracks the centre of several targets. More advanced options include Path confinement, Framed dead zones, and a Third Person mode that uses a SpringArm3D parent for collision handling. In 3D, cameras can also look at a target with Mimic, Simple or Group look-at modes, and 2D cameras support zoom.
Priority determines which PhantomCamera is active, and switching to a higher-priority camera triggers a tween to its position. A viewfinder panel in the editor previews what the camera sees while it is attached to a PhantomCamera. The project is MIT licensed and is installed through the Godot Asset Library or from GitHub releases.
Key features
- 01Priority-based switching between multiple PhantomCamera nodes with smooth transitions.
- 02Follow modes including Glued, Simple with damping, Group, Path and Framed dead zones.
- 03Third Person mode using a SpringArm3D parent with adjustable collision settings.
- 043D look-at modes (Mimic, Simple, Group) and 2D zoom control.
- 05Editor viewfinder for previewing the camera output.
- 06Works with both Camera2D and Camera3D, with example scenes included.
Use cases
- Adding a dynamic follow camera to a 2D platformer or top-down game.
- Building third-person or over-the-shoulder cameras with collision handling in 3D.
- Switching between cinematic camera shots in cutscenes using priority and tweens.
- Keeping several players or objects in frame with the Group follow mode.
Things to know
- Requires Godot 4.4 or newer, as shown in the README badge.
In collections
Topics
FAQ
- What is phantom-camera?
- A Godot 4 addon that adds Cinemachine-style camera control to Camera2D and Camera3D nodes, including follow, look-at, priority and tween transitions. Phantom Camera is a plugin for Godot 4 that wraps the built-in Camera2D and Camera3D nodes with higher-level camera behaviors. Developers place PhantomCamera nodes in a scene and the plugin decides which one drives the active camera, handling the movement between them. It is modeled on Unity's Cinemachine package.
- Is phantom-camera free to use? What license does it have?
- phantom-camera is open source under the MIT license. Check the license terms before using it in commercial products.
- Is phantom-camera still maintained?
- Actively maintained. The last commit to phantom-camera was on Oct 21, 2026.
- What can I use phantom-camera for?
- Adding a dynamic follow camera to a 2D platformer or top-down game. Building third-person or over-the-shoulder cameras with collision handling in 3D. Switching between cinematic camera shots in cutscenes using priority and tweens. Keeping several players or objects in frame with the Group follow mode.
- Where can I get phantom-camera?
- The source code and installation instructions are on GitHub: https://github.com/ramokz/phantom-camera
Summary generated by AI from the project's README. GitHub stats refresh daily.
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