> Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill camera-systems
The camera is the player's window; bad camera work makes a good game feel awful. This skill
covers the engine-neutral camera techniques — smooth follow, deadzones, look-ahead, bounds
clamping, third-person orbit with collision, first-person look, and multi-target framing — and
maps them onto each engine's camera node or rig.
player's motion, or ignore small movements (deadzone).
first-person look controller, or framing multiple targets at once.
When *not* to use: for the *magnitude and trigger* of screen shake and impact juice, use
game-feel (this skill exposes the shake offset hook it drives). For the engine's concrete
camera node/component setup, use godot-3d-essentials (Camera3D, environment) or the engine
skill. For player movement itself use the engine movement skill (godot-2d-movement). For
performance of many cameras/render targets, see performance-optimization.
with deadzone), third-person (orbit + collision), first-person (look only). The genre sets the
rules.
exponential smoothing or a spring (SmoothDamp), not a fixed lerp(a, b, 0.1) — that 0.1 is
per-frame and changes with frame rate.
target leaves a box/zone. Stops nausea in twitchy games.
motion or facing, eased in/out so it doesn't whip.
smoothing so it eases to a stop at the edge.
ray to pull the camera in when geometry blocks it; clamp pitch.
physics resolve) to avoid a one-frame lag jitter.
the level edges; confirm no jitter, no peeking past bounds, smooth stops. Report what you saw.
# Godot 4.x Camera2D. Engine-provided smoothing + hard limits + drag margins.
@onready var cam := $Camera2D
func _ready() -> void:
cam.make_current()
cam.position_smoothing_enabled = true
cam.position_smoothing_speed = 6.0 # higher = snappier; lower = floatier
cam.limit_left = 0; cam.limit_top = 0 # clamp to the level rect (pixels)
cam.limit_right = level_width; cam.limit_bottom = level_height
cam.drag_horizontal_enabled = true # built-in deadzone via drag margins
# RIGHT: exponential smoothing — same feel at any FPS. `rate` ~ 5..12.
func _follow(dt: float) -> void:
var t := 1.0 - exp(-rate * dt) # converges correctly regardless of dt
global_position = global_position.lerp(target.global_position, t)
# WRONG: global_position = global_position.lerp(target.global_position, 0.1)
# → faster smoothing at higher FPS; different feel on every machine.
# Unity 6: Vector3.SmoothDamp(transform.position, target.position, ref vel, smoothTime) in
# LateUpdate gives the same spring behavior with built-in frame-rate correction.
# Camera only chases once the target leaves the deadzone box, then aims AHEAD of motion.
func _camera_target(dt: float) -> Vector2:
var to := target.global_position - _focus
var dz := deadzone_half_extents # e.g. Vector2(48, 32)
# Only move the focus by the overflow beyond the deadzone (per axis).
_focus.x += clampf(absf(to.x) - dz.x, 0, INF) * signf(to.x)
_focus.y += clampf(absf(to.y) - dz.y, 0, INF) * signf(to.y)
var lead := target.velocity.normalized() * look_ahead_dist # aim ahead of travel
return _focus + lead
# Godot 4.x. Yaw/pitch a pivot; a SpringArm3D auto-pulls the camera in when blocked.
func _unhandled_input(e):
if e is InputEventMouseMotion:
_yaw -= e.relative.x * sensitivity
_pitch = clampf(_pitch - e.relative.y * sensitivity, -1.2, 0.4) # clamp pitch!
func _process(_dt):
pivot.rotation = Vector3(_pitch, _yaw, 0)
# $SpringArm3D handles wall collision: set spring_length + collision_mask; the child
# Camera3D slides in automatically. RIGHT: spring arm. WRONG: camera clips through walls.
# Unity 6: a Cinemachine 3 CinemachineCamera (namespace Unity.Cinemachine) with an Orbital
# Follow + Cinemachine Deoccluder; the CinemachineBrain on the Camera blends automatically.
game-feel)# Expose an additive offset the game-feel trauma model writes to; follow + shake compose.
var shake_offset := Vector2.ZERO # set each frame by game-feel (trauma^2 * noise)
func _apply(final_focus: Vector2) -> void:
global_position = final_focus + shake_offset # shake rides ON TOP of smooth follow
# Unity Cinemachine: add a CinemachineBasicMultiChannelPerlin and set amplitude from trauma.
lerp(pos, target, const) per frame is frame-rate dependent — floatier at 30 FPS, snappierat 144. Use 1 - exp(-rate*dt) or SmoothDamp.
Follow in LateUpdate / after movement/physics resolve.
rect (account for the viewport half-size so the *view*, not the center, stays inside).
smoothing) or fast-ease. Don't let a huge SmoothDamp distance whip across the level.
Compose: smooth follow first, add shake offset last.
pick deliberately.
3D spring-arm/orbit details, first-person look, multi-target/group framing and split-screen,
cinematic camera blends, and the Cinemachine 3 / Godot Camera2D / PhantomCamera mapping, read
references/follow-and-framing.md.
game-feel — owns screen-shake trauma/triggers; this skill exposes the offset it writes.godot-2d-movement, godot-3d-essentials — the player/world the camera frames; Camera3D setup.physics-tuning — interpolate camera follow with the physics step to kill jitter.platformer, fps-shooter — genres whose camera rules this skill implements.performance-optimization — cost of extra cameras, render targets, and split-screen.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/camera-systems from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.