Stage Composition

Concept primer for composing camera behavior from Body, Aim, and Additive stages on a single Phantom Camera component.

A Phantom Camera’s behavior is the composition of one Body stage, one Aim stage, and zero-or-more Additive stages. The same GS_PhantomCameraComponent becomes a follow cam, an orbital cam, a tracking dolly, or a third-person shoulder cam depending on what is slotted from the editor’s type-picker.

This page is a concept primer for the composition model. For step-by-step recipes (third-person shoulder cam, orbital player cam, static showcase, first-person clamped look, tracking dolly, group-framing cam) see the recipes collection.

PhantomCam Configurations (Recipes) API

For the per-variant fields and kinematic models, see the Stage Pipeline API reference.

A fully-configured Phantom Camera with body, aim, and additive stages slotted

 

Contents


The Pipeline at a Glance

Each tick, the cam runs:

Body → Aim → Reposition additives → Noise additives → Finalize
SlotWhat it doesWhen you change it
BodyWrites the cam’s position.Different follow behavior — orbit vs. spring-damped follow vs. spline-bound.
AimWrites the cam’s rotation.Different look behavior — free look vs. clamped envelope.
Reposition additivesCorrect the smoothed pose (collision pushback, magnetic tug). Run BEFORE noise.When the cam needs to avoid geometry or be pulled by spatial cues.
Noise additivesPerturb the final pose (handheld sway, event-triggered shake). Run AFTER reposition.Game feel — adding life or punch.

Each stage owns its own damping. There is no separate “smoothing” stage.


Where to Go Next

If you want to…Go here
Configure a specific cam type (shoulder, orbital, static showcase, first-person, tracking dolly, group-framing)PhantomCam Configurations
Add camera shake (handheld feel or event-triggered impact)Camera Noise Configurations and The Basics: Noise & Impulse
Pull the cam toward a vista pointCamera Tug Configurations and The Basics: Tug Fields
Frame multiple subjectsGroup Target Configurations and The Basics: Group Targets
See the full per-variant kinematic modelFramework API: Stage Pipeline

See Also

Recipes for stage composition:

For the full per-variant API and kinematic models:

Related basics pages:


Get GS_PhantomCam

GS_PhantomCam — Explore this gem on the product page and add it to your project.