Interpolated Camera

Problem

You need a 3D camera that smoothly follows a target (interpolates).

Solution

Godot’s built-in InterpolatedCamera node is deprecated and will be removed in the release of Godot 4.0.

Attach the script below to a Camera node in your scene. The three export properties let you choose:

  • lerp_speed - the camera’s movement speed. Lower values result in a “lazier” camera.
  • target_path - choose the camera’s target node.
  • offset - position of the camera relative to the target.

See below for some examples of the camera in action.

extends Camera

export var lerp_speed = 3.0
export (NodePath) var target_path = null
export (Vector3) var offset = Vector3.ZERO

var target = null

func _ready():
    if target_path:
        target = get_node(target_path)

func _physics_process(delta):
    if !target:
        return
    var target_pos = target.global_transform.translated(offset)
    global_transform = global_transform.interpolate_with(target_pos, lerp_speed * delta)
    look_at(target.global_transform.origin, Vector3.UP)

In the _physics_process() function we interpolate the camera’s position with the target's (plus offset).

Examples

  • lerp_speed: 3.0
  • offset: (0, 7, 5)

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