GLTFCamera in Godot – Complete Guide

Cameras are the eyes through which we experience the dynamic worlds of 3D games and simulations. In Godot 4, a powerful game engine renowned for its flexibility and ease of use, the GLTFCamera class brings even more options to the table, making the process of importing and manipulating camera data from GLTF files seamless and intuitive. In this tutorial, we’ll explore the GLTFCamera class and uncover why understanding this feature could be a game-changer for your 3D projects in Godot.

What is GLTFCamera?


is a class in Godot 4 that represents camera data as defined by the GLTF (GL Transmission Format) specification. GLTF is a versatile open format standard for efficient delivery of 3D models and scenes. By leveraging GLTFCamera, developers can import camera settings directly from GLTF files into Godot, maintaining the integrity of the original data, and ensuring visual consistency within the game engine.

What is GLTFCamera Used For?

When you’re creating a game or a 3D scene, it’s essential that the camera behaves precisely as intended to provide the player with the correct perspective and experience. GLTFCamera is used to:

– Import camera properties like field of view, perspective mode, and clipping planes from GLTF files.
– Export Godot’s


node properties to GLTF format.
– Enable developers to reuse camera setups across different engines that support GLTF.

Why Should I Learn About GLTFCamera?

There are several compelling reasons to dive into GLTFCamera:

– **Universal Compatibility:** GLTF is gaining traction as the “JPEG of 3D,” and understanding how to work with cameras in this format can make your assets more portable and versatile.
– **Precise Control:** By understanding this class, you can precisely control the camera’s properties when transitioning from 3D modeling software to Godot.
– **Efficiency:** GLTFCamera streamlines the process of setting up cameras, saving you time during development.

Whether you’re a budding game developer or an experienced coder looking to expand your skillset, mastering GLTFCamera will empower you to create more immersive and visually consistent 3D experiences. Join us as we delve into the intricate world of 3D camera management with Godot 4.

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Importing a Camera from a GLTF File

To get started with GLTFCamera, your first task will likely be importing a camera from a GLTF file. Godot 4 simplifies this process. Here’s an example of how to import camera data:

# Assuming you have a GLTF scene imported with a camera node
var gltf_camera = preload("res://path_to_gltf_scene.gltf").instance()
# Now, you can find the camera in the scene
var camera_node = gltf_camera.find_node("NameOfCamera")

When the camera node is imported, it retains the properties from the GLTF file, such as its transformation, field of view, and clipping planes.

Exporting a Camera to GLTF Format

If you’ve set up a camera in Godot that you’d like to export to a GLTF file, you’d follow these steps:

# Create a new Camera3D node or grab an existing one
var camera =
camera.fov = 70
camera.z_far = 100.0
camera.z_near = 0.1

# Prepare for export by creating a new GLTFCamera
var gltf_camera =

# Now you can use gltf_camera data to export to a GLTF file.

This example demonstrates how to transfer camera settings from Godot’s native


node into a


for export.

Setting Camera Properties

Once you have your camera node (either imported from GLTF or created within Godot), you can adjust its properties programmatically. Here’s an example of how you might configure your camera’s field of view (FOV):

# Access the camera node as before
var camera = gltf_camera.find_node("NameOfCamera")
# Set the field of view to 60 degrees
camera.set("fov", 60)

If you’re working with different projection modes, you might need to toggle between them using code:

# For perspective projection
camera.set("projection", Camera3D.PROJECTION_PERSPECTIVE)

# For orthogonal projection
camera.set("projection", Camera3D.PROJECTION_ORTHOGONAL)

Remember, changing these settings will affect how the scene is rendered through the camera lens, so choose your properties carefully to match the aesthetic and functional needs of your project.

Accessing and Adjusting Camera Transform

In many scenarios, you’ll want to programmatically adjust the position or rotation of a camera. Upon successfully finding your camera node, you can manipulate its Transform:

# Access the camera node
var camera = gltf_camera.find_node("NameOfCamera")

# Move the camera to a new position
camera.translate(Vector3(0, 5, -10))

# Rotate the camera to look at a specific point
camera.look_at(Vector3(0, 0, 0), Vector3.UP)

Manipulating the Transform directly allows for dynamic adjustments, such as moving the camera in real-time or binding its position to game events or player actions.

Stay tuned for the next part of this tutorial, where we’ll delve even deeper into the capabilities of


and provide you with more advanced examples for managing cameras in your Godot 4 projects.Continuing from where we left off, let’s dig deeper into the power of GLTFCamera in Godot 4 with a series of practical examples.

Synchronizing Camera Settings

One of the most immersive aspect of gameplay is a camera that reacts to the environment and player actions. Here’s how you might synchronize the camera’s field of view (FOV) to create a zoom effect based on an in-game event:

# Define the zoom factor
var zoom_factor = 1.2

# Function to zoom in
func zoom_in():
    var current_fov = camera.get("fov")
    camera.set("fov", current_fov / zoom_factor)

# Function to zoom out
func zoom_out():
    var current_fov = camera.get("fov")
    camera.set("fov", current_fov * zoom_factor)

By calling these functions, you can easily provide a zooming effect which could be tied, for example, to player aiming or entering a particular area.

Animating Camera Transitions

Godot’s animation system allows for smooth transitions. Let’s animate the transition between two camera positions:

# Assuming you have an AnimationPlayer node on your scene
var animation_player = $AnimationPlayer

# Create a new animation
var animation = animation_player.create_animation("CameraMove")
animation.length = 1.0 # The animation will last for 1 second
animation.loop = false

# Set keyframes for the camera's position
animation.track_insert_key(0, 0.0, camera.global_transform.origin)
animation.track_insert_key(0, 1.0, Vector3(10, 5, -10)) # New position

# Play the animation"CameraMove")

This snippet essentially moves the camera smoothly from its current position to a new position in a one-second time frame.

Adjusting Camera Clipping Planes

For scenes with vast distances, you might need to adjust the clipping planes. Here’s how you do that:

# Setting the near clipping plane to 0.05 and the far clipping plane to 500
camera.set("z_near", 0.05)
camera.set("z_far", 500)

Adjusting clipping planes will help to ensure that objects at great distances remain visible or those very close to the camera don’t get cut off.

Changing Camera Projection

Sometimes you may want to switch between perspective and orthogonal projection within a game – perhaps for a map view. Here’s how it’s done:

# Switch to orthogonal projection
camera.set("projection", Camera3D.PROJECTION_ORTHOGONAL)
camera.set("size", Vector2(10, 10)) # Sets the orthogonal size

# Switch back to perspective projection
camera.set("projection", Camera3D.PROJECTION_PERSPECTIVE)

Remember that the size property is important for the orthogonal projection as it determines the dimensions of the view box.

Finally, to fully realize the capabilities of GLTFCamera, it’s helpful to understand how it interacts with other nodes and scripts within your Godot scene. Utilizing signals, you can have the camera react to physics, player input, or other stimuli, truly integrating it within your dynamic game world.

By guiding you through these examples, we aim to equip you with the tools to effectively use GLTFCamera within your Godot 4 projects. Experimenting with these code snippets can provide you with a robust understanding and set you on your way to master 3D camera manipulation. Keep on coding, and let your scenes come to life through the lens of the camera!In our exploration of GLTFCamera, we now venture into more nuanced applications that can give your game a professional edge. Let’s continue with more advanced examples of how to harness the power of cameras in Godot 4.

Interpolating Camera Position and Rotation

Creating a smooth transition between two camera states adds polish to your scenes. Here’s an example using linear interpolation (lerp) to transition the camera’s position over time:

# Assuming we have a camera, a target position, and a lerp factor
var target_position = Vector3(10, 5, -10)
var lerp_factor = 0.1

# Inside _process or a similar function
camera.global_transform.origin = camera.global_transform.origin.linear_interpolate(target_position, lerp_factor)

Similarly, for rotation, Godot offers the `slerp` (spherical linear interpolation) function:

# Assuming we have a target rotation as a quaternion
var target_rotation = Quat(camera.global_transform.basis)
var slerp_factor = 0.1

# Inside _process or a similar function
camera.global_transform.basis = camera.global_transform.basis.slerp(target_rotation.basis, slerp_factor).normalized()

The use of interpolation functions ensures that movement and rotation transitions are smooth and visually appealing.

Camera Look-at Function

For a camera to follow the player or look at a moving object, we can use the `look_at` function:

# Assuming "player" is the node we want the camera to track
var player_position = player.global_transform.origin

# Point the camera towards the player
camera.look_at(player_position, Vector3.UP)

This method is excellent for third-person cameras or dynamic target focusing like turrets or watchful security cameras in-game.

First-Person Camera Controls

Implementing a first-person camera can involve a combination of mouse and keyboard inputs. Here’s how you might control the camera rotation using mouse movement:

# These would likely be defined in _ready or an input function
var mouse_sensitivity = 0.2
var camera_rotation = Vector2()

# Inside _input or similar function
func _input(event):
    if event is InputEventMouseMotion:
        camera_rotation.x += event.relative.x * mouse_sensitivity
        camera_rotation.y += event.relative.y * mouse_sensitivity
        camera_rotation.y = clamp(camera_rotation.y, -90, 90) # Limit vertical rotation

        camera.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
        camera.rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))

It is crucial to limit the vertical rotation to prevent the camera from flipping over.

Implementing a Camera Shake Effect

Camera shake can be an effective tool for emphasizing impacts or explosions. Below is an example of a camera shake coroutine:

# A function to shake the camera
func shake(duration, strength):
    var elapsed = 0.0
    var original_position = camera.global_transform.origin
    while elapsed < duration:
        elapsed += get_process_delta_time()
        var shake_vector = Vector3(randf(), randf(), randf()) * 2.0 - 1.0
        camera.global_transform.origin = original_position + shake_vector * strength
        yield(get_tree().create_timer(get_process_delta_time()), "timeout")
    camera.global_transform.origin = original_position

In the code above, `randf()` generates a random float between 0 and 1, and we adjust it to get values between -1 and 1 for shaking in all directions. Make sure to reset the camera’s original position after the shake ends.

By mastering these advanced camera techniques, you can create more dynamic and engaging experiences for players. Whether it’s a smooth camera transition, a first-person look, or the jarring jolt of a camera shake, each method serves to deepen immersion and elevate your game’s presentation. Keep experimenting and refining your use of cameras within the versatile world of Godot 4.

Continuing Your Game Development Journey with Godot

Now that you’ve gained insight into GLTFCamera and the dynamic world of camera manipulation in Godot 4, you’re likely eager to keep advancing on your game development path. There’s a whole universe of possibilities waiting for you, and we’re here to support your journey every step of the way.

For those looking to dive deeper into game creation with this incredible engine, our Godot Game Development Mini-Degree is the perfect next step. This comprehensive collection of courses is expertly designed to take you from exploring the basics to building complex and engaging games. Whether you’re a complete novice or you’ve already mastered the fundamentals, our self-paced curriculum will guide you through the creation of several cross-platform games, granting you the skills needed to forge a career in game development.

And that’s not all – if you’ve developed a taste for all that Godot can offer and you’re curious about other courses available to you, be sure to browse our full collection of Godot courses. These are designed to broaden your knowledge and skills, helping you become a versatile game developer.

Don’t stop now; continue crafting your story in the realm of game development with the guidance and knowledge offered by the courses at Zenva Academy. Remember, the more you learn, the better you can build the worlds you imagine. Happy developing!


As we wrap up this comprehensive look at GLTFCamera and its role in Godot 4, we hope you feel inspired and equipped to bring your unique creative visions to life. Remember, every great game begins with the first line of code, and understanding the intricacies of your tools is the first step toward building immersive, interactive worlds that captivate players.

Embrace the power of Godot and continue refining your craft with our Godot Game Development Mini-Degree. It’s not just about learning—it’s about creating, experimenting, and evolving as a developer. We at Zenva are thrilled to be a part of your journey, providing you with the knowledge to make your game development dreams a reality. Keep on learning, coding, and creating—the future of gaming awaits your touch!

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