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AnimationPlayer Properties

The AnimationPlayer type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAssignedAnimation

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 CurrentAnimation.

Public propertyAutoplay

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

Public propertyCurrentAnimation

The name 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(String, Single, Single, Boolean) 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.

Public propertyCurrentAnimationLength

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

Public propertyCurrentAnimationPosition

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

Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyMethodCallMode

The call mode to use for Call Method tracks.

Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyPlaybackActive

If true, updates animations in response to process-related notifications.

Public propertyPlaybackDefaultBlendTime

The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.

Public propertyPlaybackProcessMode

The process notification in which to update animations.

Public propertyPlaybackSpeed

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.

Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

(Inherited from Node.)
Public propertyRootNode

The node from which node path references will travel.

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See Also