The Animation Player node used in ACTION GAME MAKER is a native Godot node. This manual will explain some of its features.
Features of Animation Player
It is a timeline-based playback system that controls multiple tracks, using a production method similar to that of general “video editing tools.”
Adding Tracks
Adding Directly from Each Property
Select the AnimationPlayer node and ensure the AnimationPlayer is open in the lower panel. When you select each node, a lock icon appears on the right side of each property. Clicking this lock icon allows you to add a track and keyframes.
Adding from the Timeline
Select “Add Track” from the timeline, then choose the track you want to add. For commonly used property tracks, select the node in the selection window and specify the property.
Using the Key Insert Button at the Top of the Editor Screen (Position, Rotation, Scale Only)
This is primarily for bone animation settings. The values of the selected node’s position, rotation, and scale that have toggles turned on will be inserted at the currently selected second. When the record (rec) button is enabled, adjusting these values will automatically reflect in the animation track.

About the RESET Track
When adding a track, an option appears asking whether to add a RESET track. In conclusion, there is no need to add it specifically.
The RESET track is used to reset the state of each track, but in ACTION GAME MAKER’s visual scripting animation playback, it is not particularly used. However, the RESET track’s state is displayed as the “initial state” of each object. Even if an item is disabled on the editor, if it is enabled in the RESET track, it will be active and played in the game, so it is safer not to add it.
Collision Deformation
For the size properties of each collision, the RectangleShape2D/CapsuleShape2D, etc., which determine the shape of the size, are located inside the expanded internal. Therefore, you need to expand and select them.
Examples of Property Usage
In principle, any property can be included in the Animation Player, so here are some examples of usage:
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Switching Attack Detection / Hit Detection / Wall Detection On/Off
You can switch the Disabled property of each Collision on/off to toggle it. -
Image Switching
By toggling the Visible property of Sprite2D, etc., you can switch images, such as changing weapons or equipping skills. -
Adjusting Various Setting Nodes
Properties of ACTION GAME MAKER nodes can also be inserted as keyframes. You can create custom acceleration methods by inserting properties of MoveAndJumpSettings, or change attack power according to animation using BaseSettings. -
Playing Particles
By switching the Emitting property of the Particles node, you can play particles during animation. -
Playing Sounds
By including properties of nodes that play sounds, such as AudioStreamPlayer, you can perform actions like playing or stopping sounds. -
Changing Shader Effect Amount
By including shader property values, you can create animations that gradually distort.
Easing
Normally, when you set a value to change during animation, the value changes at regular intervals. For example, if the value at 0 seconds is 0 and the value at 1 second is 1, the value at 0.5 seconds is 0.5. However, with easing, you can change this slope. In the example shown in the image below, the value at 0.5 seconds is less than 0.1. Easing can be set for each key, and it is set for the next key. In the previous example, you need to set easing at the 0-second key.
Bezier Curves
When inserting keyframes, you can convert them into a Bezier curve track. With easing, you can only change the variation between two different values, but with a Bezier curve track, you can freely draw curves. Click the line icon at the bottom to launch the curve editor.
In the curve editor, you can freely create curves by manipulating the handles.
Important Timing Considerations
In AnimationPlayer, after playback ends, the next animation starts from the next frame. Therefore, if you create a 1-second animation at 60 FPS, at the 1-second mark, it will be halfway through frame 59, and the next animation will start at 1.002 seconds. Although it is only a slight 0.002 seconds, a gap in the animation will occur. Usually, this is not noticeable, but when creating animations such as enabling attack detection in the middle of animation 1 and disabling it at the beginning of animation 2, if there is no invincibility period or the timing is critical, a 0.002-second difference could result in consecutive hits, so please be cautious.






