GS_PhantomCam

Frame your game’s vision.

A virtual camera system inspired by industry standards — priority switching, smooth blending, and dynamic camera prioritization through influence fields.

Professional Camera Control

From gameplay to cinematics — the camera system that adapts to your needs

Priority-Based Switching

The highest-priority active camera drives the player view. Switch seamlessly between gameplay, cutscene, and specialized cameras based on game state.

  • Automatic Selection — Highest priority always wins
  • Dynamic Priorities — Change at runtime via EBus
  • Manager Lifecycle — Enable/disable the camera system globally

Blend Profiles

Define how cameras transition. Blend profiles control position, rotation, and FOV interpolation independently — from instant cuts to smooth tracking shots.

  • Independent Channels — Position, rotation, FOV blend separately
  • Asset-Based — Create reusable blend profiles in the Asset Editor
  • Easing Curves — Full access to GS_Core's easing library

Influence Fields

Dynamic camera priority modification. Global influences apply to all cameras. Field influences activate when the player enters spatial volumes. Perfect for reactive framing and complex environmental zones.

  • Global Influences — Always-active camera influence
  • Spatial Fields — Volume-based camera influence

Camera Behavior Types

Specialized camera components for common patterns. From follow cameras to static orbits to spline-tracked cinematics — extend the base for your custom behaviors.

  • Phantom Camera (Base) — Follow target, look-at target, configurable offsets
  • Clamped Look — Limited rotation angles (shoulder cam, turret cam)
  • Static Orbit — Fixed-distance orbit around target
  • Track Camera — Follows a path or spline (rail cam, on-rails cinematics)

Technical Specifications

Components

Core camera system

Manager: CameraManager, CameraCore driver

Camera Types: PhantomCamera (base), ClampedLook, StaticOrbit, TrackCamera

Influences: GlobalInfluence, FieldInfluence

Helpers: AlwaysFaceCamera

Dependencies

Required: GS_Core only

Minimal dependencies. Works with any O3DE project that includes GS_Core.

EBus Interfaces

Camera Control: Per-camera enable/disable, priority changes

Manager Events: Camera lifecycle notifications

Global Control: Enable/disable entire camera system

Data Assets

Blend Profiles: Reusable transition configurations

Define position, rotation, and FOV blending with independent easing curves.

Built for Every Camera Need

Gameplay Cameras

Follow the player, track targets, respond to combat. Priority switching means your action camera activates automatically during boss fights, then smoothly returns to exploration.

Cinematic Cameras

Spline-tracked cameras for cutscenes. Influence fields for reactive framing. Blend profiles for controlled transitions. The tools to make your vision look exactly how you imagined.

Fully Extensible

Every camera component is designed for inheritance. Your custom camera behaviors build on proven base implementations — override what you need, inherit the rest.

Frame Your Game's Vision

From gameplay follow cameras to cinematic spline tracks — GS_PhantomCam gives you industry-standard camera control.

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