You are reading the
(unstable) version of this documentation, which may document features not available
or compatible with Godot 3.x.
Checking the stable version of the documentation...
Work in progress
Godot documentation is being updated to reflect the latest changes in version
4.0. Some documentation pages may
still state outdated information. This banner will tell you if you're reading one of such pages.
The contents of this page are up to date. If you can still find outdated information, please open an issue.
Player of Animation resources.
An animation player is used for general-purpose playback of Animation resources. It contains a dictionary of AnimationLibrary resources and custom blend times between animation transitions.
Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example
"movement/run". If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
AnimationPlayer is more suited than Tween for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an AnimationPlayer node thanks to the animation tools provided by the editor. That particular example can also be implemented with a Tween, but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
animation_changed ( StringName old_name, StringName new_name )
Emitted when a queued animation plays after the previous animation finished. See queue.
Note: The signal is not emitted when the animation is changed via play or by an AnimationTree.
animation_finished ( StringName anim_name )
Notifies when an animation finished playing.
Note: This signal is not emitted if an animation is looping.
animation_libraries_updated ( )
Notifies when the animation libraries have changed.
animation_list_changed ( )
Notifies when an animation list is changed.
animation_started ( StringName anim_name )
Notifies when an animation starts playing.
caches_cleared ( )
Notifies when the caches have been cleared, either automatically, or manually via clear_caches.
AnimationProcessCallback ANIMATION_PROCESS_PHYSICS =
Process animation during the physics process. This is especially useful when animating physics bodies.
AnimationProcessCallback ANIMATION_PROCESS_IDLE =
Process animation during the idle process.
AnimationProcessCallback ANIMATION_PROCESS_MANUAL =
Do not process animation. Use advance to process the animation manually.
AnimationMethodCallMode ANIMATION_METHOD_CALL_DEFERRED =
Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.
AnimationMethodCallMode ANIMATION_METHOD_CALL_IMMEDIATE =
Make method calls immediately when reached in the animation.
If playing, the the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also current_animation.
int audio_max_polyphony =
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
For example, if this value is
32 and the animation has two audio tracks, the two AudioStreamPlayers assigned can play simultaneously up to
32 voices each.
String autoplay =
The key of the animation to play when the scene loads.
String current_animation =
The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See play for more information on playing animations.
Note: While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see Animation.
float get_current_animation_length ( )
The length (in seconds) of the currently playing animation.
float get_current_animation_position ( )
The position (in seconds) of the currently playing animation.
AnimationMethodCallMode method_call_mode =
void set_method_call_mode ( AnimationMethodCallMode value )
AnimationMethodCallMode get_method_call_mode ( )
The call mode to use for Call Method tracks.
bool movie_quit_on_finish =
true and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with SceneTree.quit as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.
Note: This obeys the same logic as the animation_finished signal, so it will not quit the engine if the animation is set to be looping.
true, updates animations in response to process-related notifications.
float playback_default_blend_time =
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
AnimationProcessCallback playback_process_mode =
void set_process_callback ( AnimationProcessCallback value )
AnimationProcessCallback get_process_callback ( )
The process notification in which to update animations.
bool reset_on_save =
This is used by the editor. If set to
true, the scene will be saved with the effects of the reset animation (the animation with the key
"RESET") applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
NodePath root_node =
The node from which node path references will travel.
float speed_scale =
The speed scaling ratio. For example, if this value is
1, then the animation plays at normal speed. If it's
0.5, then it plays at half speed. If it's
2, then it plays at double speed.
If set to a negative value, the animation is played in reverse. If set to
0, the animation will not advance.
Variant _post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const
A virtual function for processing after key getting during playback.
Error add_animation_library ( StringName name, AnimationLibrary library )
library to the animation player, under the key
void advance ( float delta )
Shifts position in the animation timeline and immediately updates the animation.
delta is the time in seconds to shift. Events between the current frame and
delta are handled.
StringName animation_get_next ( StringName anim_from ) const
Returns the key of the animation which is queued to play after the
void animation_set_next ( StringName anim_from, StringName anim_to )
anim_to animation when the
anim_from animation completes.
void clear_caches ( )
AnimationPlayer caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.
void clear_queue ( )
Clears all queued, unplayed animations.
StringName find_animation ( Animation animation ) const
Returns the key of
animation or an empty StringName if not found.
StringName find_animation_library ( Animation animation ) const
Returns the key for the AnimationLibrary that contains
animation or an empty StringName if not found.
Animation get_animation ( StringName name ) const
Returns the Animation with the key
name. If the animation does not exist,
null is returned and an error is logged.
AnimationLibrary get_animation_library ( StringName name ) const
Returns the first AnimationLibrary with key
null if not found.
StringName get_animation_library_list ( ) const
Returns the list of stored library keys.
PackedStringArray get_animation_list ( ) const
Returns the list of stored animation keys.
float get_blend_time ( StringName anim_from, StringName anim_to ) const
Returns the blend time (in seconds) between two animations, referenced by their keys.
float get_playing_speed ( ) const
Returns the actual playing speed of current animation or
0 if not playing. This speed is the speed_scale property multiplied by
custom_speed argument specified when calling the play method.
Returns a negative value if the current animation is playing backwards.
PackedStringArray get_queue ( )
Returns a list of the animation keys that are currently queued to play.
bool has_animation ( StringName name ) const
true if the AnimationPlayer stores an Animation with key
bool has_animation_library ( StringName name ) const
true if the AnimationPlayer stores an AnimationLibrary with key
bool is_playing ( ) const
true if an animation is currently playing (even if speed_scale and/or
void pause ( )
Pauses the currently playing animation. The current_animation_position will be kept and calling play or play_backwards without arguments or with the same animation name as assigned_animation will resume the animation.
See also stop.
void play ( StringName name="", float custom_blend=-1, float custom_speed=1.0, bool from_end=false )
Plays the animation with key
name. Custom blend times and speed can be set. If
custom_speed is negative and
true, the animation will play backwards (which is equivalent to calling play_backwards).
The AnimationPlayer keeps track of its current or last played animation with assigned_animation. If this method is called with that same animation
name, or with no
name parameter, the assigned animation will resume playing if it was paused.
Note: The animation will be updated the next time the AnimationPlayer is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call
void play_backwards ( StringName name="", float custom_blend=-1 )
Plays the animation with key
name in reverse.
This method is a shorthand for play with
custom_speed = -1.0 and
from_end = true, so see its description for more information.
void queue ( StringName name )
Queues an animation for playback once the current one is done.
Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
void remove_animation_library ( StringName name )
Removes the AnimationLibrary associated with the key
void rename_animation_library ( StringName name, StringName newname )
Moves the AnimationLibrary associated with the key
name to the key
void seek ( float seconds, bool update=false )
Seeks the animation to the
seconds point in time (in seconds). If
true, the animation updates too, otherwise it updates at process time. Events between the current frame and
seconds are skipped.
Note: Seeking to the end of the animation doesn't emit animation_finished. If you want to skip animation and emit the signal, use advance.
void set_blend_time ( StringName anim_from, StringName anim_to, float sec )
Specifies a blend time (in seconds) between two animations, referenced by their keys.
void stop ( bool keep_state=false )
Stops the currently playing animation. The animation position is reset to
0 and the
custom_speed is reset to
1.0. See also pause.
true, the animation state is not updated visually.
Note: The method / audio / animation playback tracks will not be processed by this method.