Marcus Skov
Marcus Skov
> [!IMPORTANT] > Both Godot 4.2 and 4.3 are supported, however the enhancements here will only work for Godot 4.3 dev6 or later. > [!IMPORTANT] > The changes only affect...
### Project Type 2D, 3D ### Feature Description Essentially works as an inverse-[Priotiy Override](https://phantom-camera.dev/priority#priority_override), where toggling the visibility of a PCam node will work much like if calling a `queue_free()`...
### Project Type 2D, 3D ### Feature Description A singleton that allows the user to access all the `PCam` and `PCamHost` nodes from a given scene. E.g. `PhantomCameraManager.phantom_cameras` would return...
### Project Type 3D ### Feature Description v0.5 introduced `Camera3D` as a resource, which allowed for overriding the `Camera3D` node's property per `PhantomCamera3D`. The `Camera3D` node also contain properties for...
### Project Type 2D, 3D ### Feature Description At the minute, cameras, both 2D and 3D, are very linear when either idling or following/looking at a target. The introduction of...
### Issue description The current implementation of `Framed Follow` has proven fairly fragile and doesn't quite deliver on what the feature set out to achieve. The issue stems from how...
# Problem As more `PhantomCameras` get added to a scene, it will increasingly become difficult to keep track of all of them without digging through a long hierarchy list. Issues...
# Problem As more debug options gets added to the plugin, it can become a frequent thing to go to a `PhantomCameraHost` to change debug and other settings. The proposal...
# Context Idea is to support split screen views using multiple `PhantomCameraHost` - each attached to separate Cameras (2D or 3D). # Proposed Solution When more than 1 `PhantomCameraHost` is...
### Issue description When installing the addon via the AssetLib, within the Godot Editor, the editor will crash upon completion. This only happens once right after installation, where the addon...