What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcamera_follow_deadzone.gdcomponent.jsonexample.tscninspect_gdscript.pyrun_tests.gdtest_package.pytests/test_camera_follow_deadzone.gdverification/native.json
How it works
- Class
- BaltorFollowCamera2D, extends Camera2D
- Methods
- deadzone_follow(focus: Vector2, target: Vector2, size: Vector2) -> Vector2; update_camera(target_position: Vector2, delta: float) -> void; snap_to(target_position: Vector2) -> void; get_focus() -> Vector2; get_look_ahead() -> Vector2
- Exports
- target_path, dead_zone, look_ahead_distance, look_ahead_full_speed, look_ahead_speed, follow_speed
- Placement
- res://baltor/godot_components/camera_follow_deadzone/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_example_scenegodot_readme_usage_compiles
Limits to consider
Velocity comes from frame-to-frame position changes, so teleports produce a look-ahead spike; call snap_to() after teleporting. No room limits (see the room camera) and no shake. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.