Interpolated Camera


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



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 Camera3D 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 - 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 Camera3D

@export var lerp_speed = 3.0
@export var target: Node3D
@export var offset = Vector3.ZERO

func _physics_process(delta):
    if !target:

    var target_xform = target.global_transform.translated_local(offset)
    global_transform = global_transform.interpolate_with(target_xform, lerp_speed * delta)

    look_at(target.global_transform.origin, target.transform.basis.y)

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


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