What problem does it solve? Managing viewports, scrolling, zoom, and camera effects in Phaser 4 games requires coordinating many APIs across CameraManager, BaseCamera, and Camera classes, and mistakes like confusing viewport with scroll or misusing effects cause broken rendering. ## Core Features & Use Cases - Camera Control: Scroll, zoom, rotate, set bounds, and follow sprites with lerp smoothing and deadzones using the CameraManager and Camera APIs. - Camera Effects: Apply fade, flash, shake, pan, zoomTo, and rotateTo effects with easing, callbacks, and lifecycle events. - Multi-Camera Setups: Build minimaps, HUD layers, and split viewports using multiple cameras with ignore lists and per-camera filters. - Use Case: Build a platformer where the main camera smoothly follows the player within world bounds, a minimap camera renders a zoomed-out view in the corner, and a HUD camera displays score text that ignores world scrolling. ## Quick Start Use the cameras skill to make the main camera follow my player sprite with smooth lerp and constrain it to my world bounds in Phaser 4.