Agent skill · Audited from source
godot-camera-systems
skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 24 Oct 2026 · source 0c0182b848c3
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and found no filesystem, network or shell access and no hard-coded secrets. What it does: 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,…
Cite
Cite this page
ModelsAtlas. “godot-camera-systems (thedivergentai/gd-agentic-skills)”. Retrieved 24 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-camera-systems
Trust audit
Audit 0.4.1 · source read 24 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 0c0182b848c3 · 24 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherthedivergentai GitHub userOwner of the repository this skill is read from
- Source folderthedivergentai/gd-agentic-skills/skills/godot-camera-systemsThe exact folder we audited
- LicenceLGPL-3.0As the repository states it
- Commit pinned for this verdict0c0182b848c3A new audit runs when the source changes
- Repository statusNot archivedLast push 7 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: 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,…
--- name: godot-camera-systems description: "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." --- ## NEVER Do - **NEVER use `global_position = target.global_position` every frame** — Instant position matching causes jittery movement. Use `lerp()` or `position_smoothing_enabled = true`. - **NEVER use `offset` for permanent camera positioning** — `offset` is for shake, sway, or temporary recoil effects only. Use `position` for permanent framing. - **NEVER forget `limit_smoothed = true` for `Camera2D`** — Hard boundaries cause jarring visual stops. - **NEVER enable multiple `Camera2D` nodes in the same viewport simultaneously** — Only the last enabled camera takes precedence. Explicitly disable inactive cameras. - **NEVER use `SpringArm3D` without a collision mask** — It will clip through terrain and walls. Set it to the world/environment layer. - **NEVER implement screen shake by randomizing `position` (or `randf` on `offset` as the whole system)** — Use a dedicated Trauma/Noise system layered on follow ([camera_shake_trauma_pro.gd](scripts/camera_shake_trauma_pro.gd)). - **NEVER parent the Camera directly to a high-speed physics body as the default rig** — Physics stutter or parent rotation causes motion sickness. Prefer `RemoteTransform2D/3D` / phantom decoupling with rotation sync disabled ([remote_transform_decoupling.gd](scripts/remote_transform_decoupling.gd), [phantom_decoupling.gd](scripts/phantom_decoupling.gd)). - **NEVER use `look_at()` in 3D without a fallback for the 'Up' vector** — Targets directly above/below flip the camera; use guards or Quaternion math. - **NEVER rely on `SubViewport` defaults for Mini-maps** — Set `render_target_update_mode` to `UPDATE_WHEN_VISIBLE` or a lower fixed rate. - **NEVER use linear interpolation for Zoom** — Prefer exponential lerp or Tween `TRANS_CUBIC`. --- ## Parenting / Decoupling (resolved) | Rig | When | Script | |-----|------|--------| | **Default:** RemoteTransform / phantom | Player is CharacterBody / high-speed / rotates | [remote_transform_decoupling.gd](scripts/remote_transform_decoupling.gd), [phantom_decoupling.gd](scripts/phantom_decoupling.gd) | | Camera as child of player | Slow top-down / locked rotation / prototype only | Explicit caveat: disable if motion sickness or physics jitter appears; never combine with position-overwrite shake | | SpringArm3D + Camera3D | Third-person occlusion | [spring_lerp_camera_3d.gd](scripts/spring_lerp_camera_3d.gd) — mask required | ## Available Scripts > **MANDATORY**: Read before implementing the matching behavior. No `randf` shake samples in project code. - [camera_shake_trauma_pro.gd](scripts/camera_shake_trauma_pro.gd) — **MANDATORY** for any screen shake / impact juice. - [camera_shake_trauma.gd](scripts/camera_shake_trauma.gd) — Lighter trauma variant. - [remote_transform_decoupling.gd](scripts/remote_transform_decoupling.gd) — **MANDATORY** default for physics-body follow. - [phantom_decoupling.gd](scripts/phantom_decoupling.gd) — Alternate stable follow phantom. - [spring_lerp_camera_3d.gd](scripts/spring_lerp_camera_3d.gd) — **MANDATORY** before custom 3D follow springs. - [deadzone_drag_margins.gd](scripts/deadzone_drag_margins.gd) — Platformer drag/deadzone. - [camera_follow_2d.gd](scripts/camera_follow_2d.gd) — Smooth 2D follow helpers. - [zoom_damping_controller.gd](scripts/zoom_damping_controller.gd) — Non-linear zoom. - [camera_state_machine.gd](scripts/camera_state_machine.gd) — Follow / Static / Cinematic transitions. - [cinematic_framing_logic.gd](scripts/cinematic_framing_logic.gd) — Rule of thirds / lead room. - [minimap_viewport_manager.gd](scripts/minimap_viewport_manager.gd) — SubViewport update modes. - [split_screen_setup.gd](scripts/split_screen_setup.gd) — Local multi camera viewports. - [first_person_sway.gd](scripts/first_person_sway.gd) — FPS bob/sway on offset. - [juice_camera.gd](scripts/juice_camera.gd) — Combined juice helpers. - [framing_box_camera_2d.gd](scripts/framing_box_camera_2d.gd) — Multi-target AABB framing + zoom fit. - [occlusion_aware_camera_3d.gd](scripts/occlusion_aware_camera_3d.gd) — Raycast occlusion when SpringArm is insufficient. - [trauma_debugger.gd](scripts/trauma_debugger.gd) — On-screen trauma decay curve (debug builds). ## Expert Camera Architectures ### 1. Multi-target framing Compute AABB of targets → lerp camera to center → zoom/distance to fit with margin. Keep juice shake on `offset` only. **MANDATORY:** [framing_box_camera_2d.gd](scripts/framing_box_camera_2d.gd). ### 2. Occlusion (3D) Prefer `SpringArm3D` with world collision mask; custom rigs use `intersect_ray` between ideal camera pos and target — [occlusion_aware_camera_3d.gd](scripts/occlusion_aware_camera_3d.gd) (peer `godot-raycasting-queries`). ### 3. Trauma audit Plot trauma decay (debug draw) while tuning [camera_shake_trauma_pro.gd](scripts/camera_shake_trauma_pro.gd) — wire [trauma_debugger.gd](scripts/trauma_debugger.gd) to `get_trauma()`. Never validate feel with raw `randf` offset demos. > **MANDATORY** for multi-target framing, custom occlusion rigs, 2D/3D follow recipes, and cinematic transitions: [camera-expert-patterns.md](references/camera-expert-patterns.md). **Do NOT Load** when golden-path scripts already cover your rig. ## Reference > Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice. ### Official Documentation - [Camera2D](https://docs.godotengine.org/en/stable/classes/class_camera2d.html)
Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 0c0182b
git clone https://github.com/thedivergentai/gd-agentic-skills git -C gd-agentic-skills checkout 0c0182b848c3
The author documents no install command, so this uses the repository directly. Our verdict covers commit 0c0182b848c3 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
0c0182b848c3
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Questions about godot-camera-systems
What does the godot-camera-systems skill do?
Is godot-camera-systems safe to install?
What can godot-camera-systems access on my machine?
How current is this page?
Sources
- github.com/thedivergentai/gd-agentic-skills/tree/main/skills/god — the audited source at commit 0c0182b848c3 and every finding aboveObserved · 24 Oct 2026
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- What does the godot-camera-systems skill do?
- Is godot-camera-systems safe to install?
- What can godot-camera-systems access on my machine?