phantom-cameralisted
Install: claude install-skill RandallLiuXin/GodotMaker
# Phantom Camera
$ARGUMENTS
Phantom Camera is an optional Godot 4 addon for advanced camera behavior inspired
by Cinemachine. Prefer it when the game needs several camera rigs, smooth
transitions, framed/dead-zone following, group/path following, camera shake, or
cutscene-style camera moves. Keep using plain `Camera2D` / `Camera3D` when the
request is a simple static camera, a one-off follow script, or when the generated
project has not opted into optional addons.
## Opt-in Rules
Use Phantom Camera only when one of these is true:
1. The user asks for Phantom Camera by name.
2. `addons/phantom_camera/plugin.cfg` exists and the plugin is enabled in
`project.godot`.
3. The GDD or task explicitly calls for advanced camera behavior and the user or
project config allows adding optional addons.
Do not silently add the addon to every scaffolded project. If the addon is not
present, document the dependency and either ask for approval before installing it
or implement a built-in camera fallback.
Compatibility note: before installing, check the selected Phantom Camera release
or `addons/phantom_camera/plugin.cfg` for its supported Godot version. If the
project is pinned below the addon's minimum, use built-in camera code instead.
## Scene Pattern
For 2D, use this baseline scene shape:
```text
World
|-- Player
|-- Camera2D
| `-- PhantomCameraHost
|-- PhantomCamera2DFollow
`-- PhantomCamera2DZone
```
For 3D, mirror the same structure with `Camera3D`, `PhantomCameraHost`