PhantomCam Recipes
Step-by-step recipes for the GS_PhantomCam virtual camera system — composing cams from stages, configuring noise, tug fields, group targets, influence fields, and the channel tier system.
Step-by-step recipes for the GS_PhantomCam virtual camera system — composing cams from stages, configuring noise, tug fields, group targets, influence fields, and the channel tier system.
Step-by-step recipes for composing common camera behaviors from Body, Aim, and Additive stages on a single Phantom Camera component.
Step-by-step recipes for camera shake — continuous handheld feel via PerlinNoise, event-triggered bursts via ImpulseNoise, and stacking the two.
Step-by-step recipes for tug-field cinematic pulls — vista pull, doorway glance, and decoupled source / destination patterns.
Step-by-step recipes for GroupTargetComponent — two-player party cam, combat encounter framing, and collapse-to-single-view triggers.
Step-by-step recipes for camera priority shifts — spatial room boosts and stage-scoped always-on cinematic boosts.
Step-by-step walkthroughs for the PhantomCam channel system — Tier 1 single cam, Tier 2 level-placed, Tier 3 multi-channel co-op, common Tier 3 patterns, and the lobby flow for variable player counts.
Step-by-step recipes for composing specific configurations of GS_Play systems, organized by gem.