Skip to Content
ProductsCamera

Camera

Three pieces that turn a Camera3D into a camera: the optics in front of the sensor, the hand holding it, and the operator walking it around.

Lens

Lens folds four optical effects into one post-processing effect, and it runs on the Mobile renderer — which is where most Godot projects that care about performance actually live.

Each effect is an independent toggle. Turning one off costs nothing at all, so you only pay for the look you’re using.

Godot’s own glow and post effects don’t cover any of this on Mobile. Lens is a drop-in on either renderer.

Chromatic aberration

Channel separation that grows toward the edges of the frame, with a strength control and a radial mode. The cheapest way to stop a render looking digitally clean.

Lens flare

Ghosts and halo, tuned against real camera reference rather than a stock bloom. Nine ghosts, each with its own colour and position along the flare axis, plus a halo with its own radius, colour fringing and intensity. Controls for what counts as a light source and how soft the result is, so a flare responds to your lighting instead of blowing out on anything bright.

Lens dirt

Your own grime texture, lit only by genuinely bright parts of the scene — so the smear across the lens flares when you look at the sun and stays invisible otherwise. Intensity and spread controls.

Vignette and grain

Falloff with strength, size and softness. Sensor grain with amount, colour noise, and a boil rate — grain that moves at a filmic pace instead of buzzing every frame.

CameraRig

CameraRig applies layered shake to every camera under it, in the editor and at runtime, so you can see the movement while you’re framing rather than guessing at it.

Shakes stack. Each fades in, plays for a set duration or loops until you remove it, then fades out — so you can hold a low idle sway, add a hit reaction on top, and let it resolve without either one snapping.

Nine camera motions ship with it: investigation, close-up, wedding, walk to the store, handycam run, out a car window, plus three rotation-only ones — gravel bike, spaceship, and a rough handheld. Each can be sped up, slowed down and scaled without stepping or stuttering.

Up to twenty can run at once. Author a shake in the inspector, save it as a resource, and spawn it from a script in one line. Adding or removing a camera needs no restart.

CameraMan

CameraMan pilots a rig around the world in two modes:

  • Ground — a gravity-bound first-person operator, with jump.
  • Drone — free-look flight.

Switching between them is one input action, and you choose what returning means: stay wherever the drone ended up, or ease back to where you took off from, at a speed and easing you set.

Everything is smoothed on both movement and look, independently per mode, so footage reads as deliberate camera work rather than raw mouse input. Four shake presets — idle and moving, ground and drone — swap automatically as the operator starts, stops and changes mode. Leave any of them empty and that state simply runs clean.

The result is a camera you can hand to someone to shoot your scene with, instead of a debug fly-cam you have to apologise for in the trailer.

Last updated on