Inherits: Node < Object

Container and player of Animation resources.


An animation player is used for general-purpose playback of Animation resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.

Updating the target properties of animations occurs at process time.


Erroradd_animation ( String name, Animation animation )
voidadvance ( float delta )
Stringanimation_get_next ( String anim_from ) const
voidanimation_set_next ( String anim_from, String anim_to )
voidclear_caches ( )
voidclear_queue ( )
Stringfind_animation ( Animation animation ) const
Animationget_animation ( String name ) const
PoolStringArrayget_animation_list ( ) const
floatget_blend_time ( String anim_from, String anim_to ) const
floatget_playing_speed ( ) const
PoolStringArrayget_queue ( )
boolhas_animation ( String name ) const
boolis_playing ( ) const
voidplay ( String name=”“, float custom_blend=-1, float custom_speed=1.0, bool from_end=false )
voidplay_backwards ( String name=”“, float custom_blend=-1 )
voidqueue ( String name )
voidremove_animation ( String name )
voidrename_animation ( String name, String newname )
voidseek ( float seconds, bool update=false )
voidset_blend_time ( String anim_from, String anim_to, float sec )
voidstop ( bool reset=true )


If the currently being played animation changes, this signal will notify of such change.

  • animation_finished ( String anim_name )

Notifies when an animation finished playing.

  • animation_started ( String anim_name )

Notifies when an animation starts playing.

  • caches_cleared ( )

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.


enum AnimationProcessMode:

  • ANIMATION_PROCESS_PHYSICS = 0 — Process animation during the physics process. This is especially useful when animating physics bodies.
  • ANIMATION_PROCESS_IDLE = 1 — Process animation during the idle process.
  • ANIMATION_PROCESS_MANUAL = 2 — Do not process animation. Use advance to process the animation manually.

enum AnimationMethodCallMode:

  • ANIMATION_METHOD_CALL_DEFERRED = 0 — 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.
  • ANIMATION_METHOD_CALL_IMMEDIATE = 1 — Make method calls immediately when reached in the animation.

Property Descriptions


If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also current_animation.


The name of the animation to play when the scene loads.


The name of the current animation, “” if not playing anything. When being set, does not restart the animation. See also play.

  • float current_animation_length

The length (in seconds) of the currently being played animation.

  • float current_animation_position

The position (in seconds) of the currently playing animation.


The call mode to use for Call Method tracks.

  • bool playback_active

If 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.


The process notification in which to update animations.


The speed scaling ratio. For instance, 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.


The node from which node path references will travel.

Method Descriptions

Adds animation to the player accessible with the key name.

  • 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.

Returns the name of the next animation in the queue.

  • void animation_set_next ( String anim_from, String anim_to )

Triggers the 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.

Returns the name of animation or an empty string if not found.

Returns the Animation with key name or null if not found.

Returns the list of stored animation names.

Gets the blend time (in seconds) between two animations, referenced by their names.

  • float get_playing_speed ( ) const

Gets the actual playing speed of current animation or 0 if not playing. This speed is the playback_speed property multiplied by custom_speed argument specified when calling the play method.

Returns a list of the animation names that are currently queued to play.

Returns true if the AnimationPlayer stores an Animation with key name.

  • bool is_playing ( ) const

Returns true if playing an animation.

  • void play ( String 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 from_end is 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, or restart if it was stopped (see stop for both pause and stop). If the animation was already playing, it will keep playing.

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 advance(0).

  • void play_backwards ( String 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.

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 ( String name )

Removes the animation with key name.

Renames an existing animation with key name to newname.

  • void seek ( float seconds, bool update=false )

Seeks the animation to the seconds point in time (in seconds). If update is true, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds are skipped.

Specifies a blend time (in seconds) between two animations, referenced by their names.

  • void stop ( bool reset=true )

Stops or pauses the currently playing animation. If reset is true, the animation position is reset to 0 and the playback speed is reset to 1.0.

If reset is false, 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.

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