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Proxy texture for simple frame-based animations.
AnimatedTexture is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike AnimationPlayer or AnimatedSprite2D, it isn't a Node, but has the advantage of being usable anywhere a Texture2D resource can be used, e.g. in a TileSet.
The playback of the animation is controlled by the speed_scale property, as well as each frame's duration (see set_frame_duration). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
AnimatedTexture currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
Warning: The current implementation is not efficient for the modern renderers.
Deprecated. This class is deprecated, and might be removed in a future release.
Sets the currently visible frame of the texture. Setting this frame while playing resets the current frame time, so the newly selected frame plays for its whole configured frame duration.
int frames =
Number of frames to use in the animation. While you can create the frames independently with set_frame_texture, you need to set this value for the animation to take new frames into account. The maximum number of frames is MAX_FRAMES.
bool one_shot =
true, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set pause to
bool pause =
true, the animation will pause where it currently is (i.e. at current_frame). The animation will continue from where it was paused when changing this property to
float speed_scale =
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
Returns the given
frame's duration, in seconds.
Returns the given frame's Texture2D.
Sets the duration of any given
frame. The final duration is affected by the speed_scale. If set to
0, the frame is skipped during playback.