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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