Open-source camera direction for Godot 4

Put the camera
in the story.

Compose virtual cameras, gameplay-ready rigs, cinematic transitions, and shot logic without turning your camera controller into a monolith.

Godot 4.4+ 2D + 3D MIT licensed
4pipeline stages
30+camera building blocks
10interactive demo scenes
1real output camera
Camera systems should scale with the game

Author shots.
Not edge cases.

Most camera controllers begin as a follow script and end as a web of special cases. Cameraman separates shot selection from shot behavior, so each rig stays understandable as your game grows.

Add virtual cameras wherever the scene needs a point of view. Give each one only the follow, aim, collision, framing, noise, or lens behavior it needs. A brain chooses the right shot and blends the result into Godot's real camera.

A complete camera toolbox

Small parts.
Big camera language.

Start with a preset, then tune or replace individual behaviors as the shot demands.

01

Virtual cameras and priority

Place shots throughout the scene, switch them by priority, and isolate independent outputs with channel masks.

  • Smart standby updates
  • 2D and 3D brains
  • Split-screen channels
02

Gameplay-ready rigs

Follow, orbit, free-look, third-person, dolly, and compose targets with damping that stays responsive.

03

Cinematic blending

Interpolate position, orientation, lens settings, corrections, and custom blendables with shot-specific rules.

04

Constraints and framing

Keep the camera inside 2D or 3D volumes, resolve occlusion, avoid obstacles, and frame groups of subjects.

05

Direction, sequencing, and impact

Build ClearShot, state-driven, mixed, and sequenced cameras. Add impulse reactions and procedural shake when the moment lands.

  • Weighted shot sequences
  • Camera managers
  • Impulse propagation

Predictable by design

A pipeline you can reason about.

Each virtual camera evaluates the same four-stage flow. Components own one job; extensions can constrain or refine the state around the pipeline. The result is modular without becoming mysterious.

Explore the source architecture
  1. 01
    Body

    Place and move the camera.

    Follow · Orbit · Dolly
  2. 02
    Aim

    Orient and compose the subject.

    Look · Frame · Pan/Tilt
  3. 03
    Noise

    Add controlled procedural motion.

    Perlin · Impulse · Shake
  4. 04
    Finalize

    Constrain and polish the result.

    Confine · Deocclude · Recompose

Runs in your browser

Take every rig for a spin.

The live Godot WebGL build includes the full demo browser: a game-scale third-person level, free look, a 2D platformer, dolly, ClearShot, split screen, impulse, sequencing, and state-driven shots.

cameraman.jethachan.net/demo
Open full screen

Interactive Godot demo

Ready when you are.

The WebGL build is downloaded only after you start it.

Open by default

MIT licensed.
Built in the open.

Use Cameraman in personal, commercial, and open-source Godot projects. Read the implementation, adapt the rigs, and contribute improvements upstream.