GS_PhantomCam
Not yet publishedVirtual camera rigs, influence fields and blend profiles.
In development See what it does
From gameplay to cinematics — the camera system that adapts to your needs
The highest-priority active camera drives the player view. Switch seamlessly between gameplay, cutscene, and specialized cameras based on game state.
Define how cameras transition. Each entry pairs an easing curve with a blend shape — straight lerp, cylindrical arc, or full 3D spherical orbit around a pivot. Optional state inheritance carries pose continuity across the cut.
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.
Every cam runs the same Body → Aim → Reposition → Noise pipeline. Pick a Body stage for follow behavior, an Aim stage for rotation, and stack Additive stages for collision, tug fields, and camera shake — all on one component.
Composable camera system
Manager: CamManager, CamCore driver, ChannelStamp (auto-attached)
Phantom Camera: One base component, behavior via stages
Targeting: GroupTarget, GlobalInfluence, CameraInfluenceField
Tug Fields: TugVolume + TugSource + TugFieldProxy
Required: GS_Core only
Minimal dependencies. Works with any O3DE project that includes GS_Core.
Camera Control: Per-camera enable/disable, priority changes
Manager Events: Camera lifecycle notifications
Global Control: Enable/disable entire camera system
.camblendprofile: Cam-pair blend timing, shape, pivot, inheritance
.camnoiseprofile: Per-axis Perlin noise stacks for shake / handheld feel
.camorbit: Power-bulge orbit surface for DynamicOrbitBody
Follow the player, track targets, respond to combat. Priority switching means your action camera activates automatically during boss fights, then smoothly returns to exploration.
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.
Every camera component is designed for inheritance. Your custom camera behaviors build on proven base implementations — override what you need, inherit the rest.
From gameplay follow cameras to cinematic spline tracks — GS_PhantomCam gives you industry-standard camera control.
Virtual camera rigs, influence fields and blend profiles.
In development See what it does