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/godot-camera-systems

@9d6e91e

Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-camera-systems

This session only. Nothing lands on disk.

referencesmigration-notes.md

≈670 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-camera-systems

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • Camera2D: zoom inverted; rotating → inverted ignore_rotation; drag offset renames.
  • Camera3D: znear/zfar → near/far.
  • ClippedCamera/InterpolatedCamera removed — rebuild with Camera2D/3D.
  • ARVR cameras → XR* nodes.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • Node3D.look_at / look_at_from_position gain use_model_front.
  • PathFollow2D.lookahead removed.
  • MeshInstance3D.create_multiple_convex_collisions optional settings.
  • PathFollow2D.lookahead removed (2D paths); 3D look_at use_model_front.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Skeleton3D.add_bone returns int32; pose update signal rename.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old assets.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • MeshInstance3D.skeleton default empty; SpringBone enums moved to SkeletonModifier3D.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.

Source: SKILL.md on GitHub

1 warning17d4 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    This skill provides game development templates and scripts for Godot Engine camera systems. It contains no malicious code, external commands, or hidden data exfiltration patterns. All external references point to official documentation or the author's own development repositories.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    5/5 files flagged

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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