tween-animation
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill tween-animationIs this agent skill safe to install?
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The skill contains safe, instructional code snippets and documentation for managing tweens and procedural animations in the Godot Engine (v4.3+).
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What does this agent skill do?
Tweens in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: animation-system for AnimationPlayer/AnimationTree (keyframe-based), godot-ui for UI transitions, shader-basics for tweening shader parameters, camera-system for camera shake and transitions, math-essentials for easing curves and interpolation math, particles-vfx for code-driven VFX timing and sequencing.
1. Core Concepts
Tween vs AnimationPlayer
| Feature | Tween (code-driven) | AnimationPlayer (data-driven) |
|---|---|---|
| Setup | Code only — no editor needed | Animation panel with keyframes |
| Best for | Procedural motion, UI transitions, VFX | Complex multi-track, artist-driven clips |
| Reusability | Recreated per use — lightweight | Saved as resources, reusable across scenes |
| Blending | No — one tween per property at a time | Yes — AnimationTree supports blending |
| Method calls | tween_callback() at any point | Call Method tracks at keyframed times |
Rule of thumb: Use Tweens for one-off procedural animations (fade in, bounce, slide). Use AnimationPlayer for repeating, artist-tuned animations (walk cycle, attack sequence).
Creating a Tween
Tweens are created from any Node and auto-bind to it. When the node is freed, the tween stops automatically.
# Creates a tween bound to this node
var tween := create_tween()
tween.tween_property(self, "position", Vector2(400, 300), 1.0)
var tween = CreateTween();
tween.TweenProperty(this, "position", new Vector2(400, 300), 1.0f);
Important: Each call to
create_tween()creates a new tween. Previous tweens on the same property are not automatically killed — they compete. Kill old tweens before creating new ones on the same property if you don't want conflicts.
2. Tweener Types
tween_property() — Animate any property
var tween := create_tween()
# Animate position over 0.5 seconds
tween.tween_property($Sprite2D, "position", Vector2(200, 100), 0.5)
# Animate modulate alpha (fade out)
tween.tween_property($Sprite2D, "modulate:a", 0.0, 0.3)
var tween = CreateTween();
tween.TweenProperty(GetNode("Sprite2D"), "position", new Vector2(200, 100), 0.5);
tween.TweenProperty(GetNode("Sprite2D"), "modulate:a", 0.0f, 0.3);
Sub-property access: Use : to target individual components — "position:x", "modulate:a", "scale:y".
tween_callback() — Call a method at a point in the sequence
var tween := create_tween()
tween.tween_property(self, "position", Vector2.ZERO, 0.5)
tween.tween_callback(func(): print("Arrived!"))
tween.tween_callback(queue_free)
var tween = CreateTween();
tween.TweenProperty(this, "position", Vector2.Zero, 0.5f);
tween.TweenCallback(Callable.From(() => GD.Print("Arrived!")));
tween.TweenCallback(Callable.From(QueueFree));
tween_interval() — Wait/delay between steps
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.3) # fade out
tween.tween_interval(1.0) # wait 1 second
tween.tween_property(self, "modulate:a", 1.0, 0.3) # fade back in
var tween = CreateTween();
tween.TweenProperty(this, "modulate:a", 0.0f, 0.3);
tween.TweenInterval(1.0f);
tween.TweenProperty(this, "modulate:a", 1.0f, 0.3);
tween_method() — Animate a custom method with interpolated values
# Animate a method that receives interpolated float values
func _ready() -> void:
var tween := create_tween()
tween.tween_method(_set_health_bar, 100.0, 0.0, 2.0)
func _set_health_bar(value: float) -> void:
$HealthBar.value = value
$HealthLabel.text = "%d%%" % int(value)
public override void _Ready()
{
var tween = CreateTween();
tween.TweenMethod(Callable.From<float>(SetHealthBar), 100.0f, 0.0f, 2.0f);
}
private void SetHealthBar(float value)
{
GetNode<ProgressBar>("HealthBar").Value = value;
GetNode<Label>("HealthLabel").Text = $"{(int)value}%";
}
3. Sequencing — Chain vs Parallel
Sequential (Default)
By default, tweeners run sequentially — each waits for the previous to finish.
var tween := create_tween()
tween.tween_property(self, "position:x", 300.0, 0.5) # Step 1
tween.tween_property(self, "position:y", 200.0, 0.5) # Step 2 (after Step 1)
tween.tween_property(self, "rotation", PI, 0.3) # Step 3 (after Step 2)
Parallel — Run tweeners simultaneously
Option 1: set_parallel(true) — All tweeners run at once
var tween := create_tween().set_parallel(true)
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "rotation", PI, 0.5)
tween.tween_property(self, "modulate:a", 0.5, 0.5)
var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "rotation", Mathf.Pi, 0.5f);
tween.TweenProperty(this, "modulate:a", 0.5f, 0.5f);
Option 2: chain() — Switch back to sequential mid-tween
var tween := create_tween().set_parallel(true)
# These two run at the same time
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "scale", Vector2(2, 2), 0.5)
# Switch back to sequential for the next step
tween.chain().tween_property(self, "modulate:a", 0.0, 0.3)
tween.tween_callback(queue_free)
var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "scale", new Vector2(2, 2), 0.5f);
tween.Chain().TweenProperty(this, "modulate:a", 0.0f, 0.3f);
tween.TweenCallback(Callable.From(QueueFree));
Option 3: parallel() — Make the next tweener parallel with the previous
var tween := create_tween()
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
# This runs at the same time as position, not after
tween.parallel().tween_property(self, "rotation", PI, 0.5)
# This runs after both finish (back to sequential)
tween.tween_callback(func(): print("done"))
4. Easing & Transitions
Setting Easing
var tween := create_tween()
# Set defaults for the entire tween
tween.set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "position", Vector2(400, 300), 0.6)
var tween = CreateTween();
tween.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
tween.TweenProperty(this, "position", new Vector2(400, 300), 0.6f);
Per-Tweener Override
var tween := create_tween()
# This tweener uses bounce, overriding the tween default
tween.tween_property(self, "position:y", 0.0, 0.5) \
.set_trans(Tween.TRANS_BOUNCE).set_ease(Tween.EASE_OUT)
var tween = CreateTween();
tween.TweenProperty(this, "position:y", 0.0f, 0.5f)
.SetTrans(Tween.TransitionType.Bounce)
.SetEase(Tween.EaseType.Out);
Transition Types
| Transition | Character | Common Use |
|---|---|---|
TRANS_LINEAR | Constant speed | Progress bars, timers |
TRANS_SINE | Gentle acceleration | Subtle UI animations |
TRANS_QUAD | Moderate curve | General movement |
TRANS_CUBIC | Smooth curve | Most UI transitions |
TRANS_QUART | Strong curve | Dramatic entrances |
TRANS_QUINT | Very strong curve | Emphasis effects |
TRANS_EXPO | Exponential — sharp start/stop | Snap-to-position |
TRANS_CIRC | Circular — smooth deceleration | Natural motion |
TRANS_BACK | Overshoots target slightly | Bouncy UI buttons |
TRANS_ELASTIC | Spring oscillation | Playful/cartoon effects |
TRANS_BOUNCE | Bounces at the end | Dropping objects, landing |
Ease Types
| Ease | Behavior |
|---|---|
EASE_IN | Slow start, fast end |
EASE_OUT | Fast start, slow end (most natural) |
EASE_IN_OUT | Slow at both ends |
EASE_OUT_IN | Fast at both ends (rarely used) |
Most common combo:
TRANS_CUBIC+EASE_OUTfor natural-feeling UI transitions.TRANS_BACK+EASE_OUTfor playful bounce-in effects.
5. PropertyTweener Modifiers
Each tween_property() call returns a PropertyTweener you can chain modifiers on: .from(value) for a custom start, .from_current() to capture current value, .as_relative() to add (not replace), .set_delay(seconds) to delay this tweener's start.
See references/property-tweener-modifiers.md for full code examples of each modifier.
6. Looping and Signals
tween.set_loops(N) repeats N times (0 = infinite). Signals: finished (whole tween done), step_finished(idx) (one step done), loop_finished(loop_count) (one full cycle done).
See references/looping-and-signals.md for loop-count semantics and signal wiring.
7. Tween Lifecycle
Tweens are owned by their host SceneTree. Kill running tweens with tween.kill() before starting a new one to avoid stacking. Use set_pause_mode, set_speed_scale, set_ignore_time_scale for runtime control.
See references/lifecycle.md for kill/replace patterns, pause modes, speed scale, ignore-time-scale.
has_tweeners() (Godot 4.7+)
Tween.has_tweeners() (const) returns true if any Tweener has been added to the tween and the tween is valid — useful when tweeners are appended dynamically and the tween can end up empty. Killing an empty tween before it starts prevents errors.
var tween := create_tween()
_add_intro_steps(tween) # may append zero tweeners
if not tween.has_tweeners():
tween.kill()
var tween = CreateTween();
AddIntroSteps(tween); // may append zero tweeners
if (!tween.HasTweeners())
tween.Kill();
8. Common Recipes
The patterns most projects need: fade in/out, UI panel slide in/out, button press bounce, damage number popup, pulsing/breathing effect, screen shake, shader parameter animation.
See references/common-recipes.md for ready-to-use code for each recipe.
9. Common Pitfalls
| Symptom | Cause | Fix |
|---|---|---|
| Tween jumps or jitters | Multiple tweens competing on the same property | Kill the old tween before creating a new one |
| Tween does nothing | Node was freed before tween finished | Check is_valid() or use tween_callback instead of await |
| Tween runs during pause | Default pause mode doesn't match expectation | Set set_pause_mode(TWEEN_PAUSE_PROCESS) for pause-immune tweens |
from() value ignored | Called after set_parallel() changed ordering | Call from() directly on the PropertyTweener, not on the Tween |
| Tween doesn't loop smoothly | End value doesn't match start for seamless loop | Use as_relative() for rotation, or match start/end values |
| Relative tween drifts over loops | as_relative() accumulates each loop | Use absolute values for looping; relative for one-shot moves |
| Callback fires at wrong time | Callback added to parallel section | Use chain() to switch back to sequential before the callback |
| Tween property path not found | Typo or wrong path format | Use "property:component" — e.g., "position:x", "modulate:a" |
| Tween faster/slower than expected | Engine.time_scale affects tween | Use set_ignore_time_scale() for UI tweens during slow-mo |
10. Implementation Checklist
- Old tweens are killed before creating new ones on the same property
- Tween references are stored in variables when they need to be killed later
- Easing is set (
TRANS_CUBIC+EASE_OUTfor natural motion, not defaultTRANS_LINEAR) -
set_parallel(true)is used when multiple properties should animate simultaneously -
chain()is used to switch back to sequential after parallel sections -
from()orfrom_current()is used when the start value matters (not just the end value) -
as_relative()is used for incremental movement instead of computing absolute targets - Looping tweens use
set_loops()— not manual recreation - Tweens that must run during pause use
set_pause_mode(TWEEN_PAUSE_PROCESS) -
tween_callback(queue_free)is used at the end of fire-and-forget sequences (damage numbers, particles)
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