Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

AnimatedTexture

Inherits: Texture2D < Texture < Resource < RefCounted < Object

Proxy texture for simple frame-based animations.

Description

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.

Note: AnimatedTexture doesn't support using AtlasTextures. Each frame needs to be a separate Texture2D.

Warning: The current implementation is not efficient for the modern renderers.

Deprecated. This class is deprecated, and might be removed in a future release.

Properties

int

current_frame

int

frames

1

bool

one_shot

false

bool

pause

false

bool

resource_local_to_scene

false (overrides Resource)

float

speed_scale

1.0

Methods

float

get_frame_duration ( int frame ) const

Texture2D

get_frame_texture ( int frame ) const

void

set_frame_duration ( int frame, float duration )

void

set_frame_texture ( int frame, Texture2D texture )


Constants

MAX_FRAMES = 256

The maximum number of frames supported by AnimatedTexture. If you need more frames in your animation, use AnimationPlayer or AnimatedSprite2D.


Property Descriptions

int current_frame

  • void set_current_frame ( int value )

  • int get_current_frame ( )

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 = 1

  • void set_frames ( int value )

  • int get_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.