godot-tweening
Tweening
Tween property animation, easing curves, chaining, and lifecycle management define smooth programmatic motion.
Available Scripts
safe_tween_interruption.gd
Expert logic for killing active tweens before starting new ones to prevent property conflicts.
parallel_popup_animation.gd
Using set_parallel(true) and chain() for complex multi-property UI transitions.
text_counter_method_tween.gd
Animating non-property values (like score strings) using tween_method.
custom_curve_tween.gd
Driving property interpolation using visual Curve resources for bespoke easing.
camera_shake_tween_logic.gd
Implementing procedural screen shake using randomized looping tweens.
time_scale_ignored_ui.gd
Ensuring menu animations continue playing when Engine.time_scale is set to 0.
nested_subtween_cutscene.gd
Hierarchical cutscene management using tween_subtween for composable timelines.
relative_recoil_tween.gd
Using as_relative() and from_current() for dynamic movement offsets (recoil/nudges).
staggered_inventory_entry.gd
Animating collections of items sequentially using a single Tween object.
looped_hover_vfx.gd
Creating infinite ping-pong ambient effects to replace heavy AnimationPlayers.
NEVER Do in Tweening
- NEVER instantiate a Tween using
Tween.new()— Tweens created manually are invalid. Always usecreate_tween()orget_tree().create_tween()[3, 4]. - NEVER attempt to reuse a finished Tween — Tweens are single-use objects. To replay an animation, you must create a new one [4].
- NEVER manually instantiate
PropertyTweenerorCallbackTweener— These must be generated only by the parent Tween methods liketween_property[5]. - NEVER create an infinite loop containing only 0-duration animations — This will freeze the engine. Always include at least one step with duration [10].
- NEVER use multiple Tweens to animate the same property simultaneously — The last one created takes priority, causing flicker. Use
kill()on the old reference first [11, 12]. - NEVER use linear interpolation for UI/Juice —
TRANS_LINEARfeels robotic. UseEASE_OUT + TRANS_QUADorEASE_IN_OUT + TRANS_CUBICfor organic motion [22]. - NEVER create tweens in
_processwithout guards — Creating 60 tweens per second will crash the app. Use a state check or kill the running one. - NEVER skip
bind_node(self)for non-global tweens — If the node is freed while a tween is running, it can cause errors. Binding ensures it dies with the node [13]. - NEVER use 0-duration tweens for state changes — If you want an instant change, just set the property directly (
position = goal) to save overhead [20]. - NEVER forget to call
chain()when returning fromset_parallel(true)— If you want a sequence after a parallel block, you must explicitly chain it [15].
extends Sprite2D
func _ready() -> void:
# Create tween
var tween := create_tween()
# Animate position over 2 seconds
tween.tween_property(self, "position", Vector2(100, 100), 2.0)
Tween Methods
Property Animation
# Tween single property
var tween := create_tween()
tween.tween_property($Sprite, "modulate:a", 0.0, 1.0) # Fade out
# Chain multiple tweens
tween.tween_property($Sprite, "position:x", 200, 1.0)
tween.tween_property($Sprite, "position:y", 100, 0.5)
Callbacks
var tween := create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 0), 1.0)
tween.tween_callback(func(): print("Animation done!"))
tween.tween_callback(queue_free) # Delete after animation
Intervals
var tween := create_tween()
tween.tween_property($Label, "modulate:a", 0.0, 0.5)
tween.tween_interval(1.0) # Wait 1 second
tween.tween_property($Label, "modulate:a", 1.0, 0.5)
Easing Functions
var tween := create_tween()
tween.set_ease(Tween.EASE_IN_OUT) # Smooth start and end
tween.set_trans(Tween.TRANS_CUBIC) # Cubic curve
tween.tween_property($Sprite, "position:x", 200, 1.0)
Common Combinations:
EASE_IN + TRANS_QUAD: AcceleratingEASE_OUT + TRANS_QUAD: DeceleratingEASE_IN_OUT + TRANS_CUBIC: Smooth S-curveEASE_OUT + TRANS_BOUNCE: Bouncy effect
Advanced Patterns
Looping Animation
var tween := create_tween()
tween.set_loops() # Infinite loop
tween.tween_property($Sprite, "rotation", TAU, 2.0)
Parallel Tweens
var tween := create_tween()
tween.set_parallel(true)
# Both happen simultaneously
tween.tween_property($Sprite, "position", Vector2(100, 100), 1.0)
tween.tween_property($Sprite, "scale", Vector2(2, 2), 1.0)
UI Button Hover Effect
extends Button
func _ready() -> void:
mouse_entered.connect(_on_mouse_entered)
mouse_exited.connect(_on_mouse_exited)
func _on_mouse_entered() -> void:
var tween := create_tween()
tween.tween_property(self, "scale", Vector2(1.1, 1.1), 0.2)
func _on_mouse_exited() -> void:
var tween := create_tween()
tween.tween_property(self, "scale", Vector2.ONE, 0.2)
Number Counter
extends Label
func count_to(target: int, duration: float = 1.0) -> void:
var current := int(text)
var tween := create_tween()
tween.tween_method(
func(value: int): text = str(value),
current,
target,
duration
)
Camera Smooth Follow
extends Camera2D
@export var follow_speed := 5.0
var target: Node2D
func _process(delta: float) -> void:
if target:
var tween := create_tween()
tween.tween_property(
self,
"global_position",
target.global_position,
1.0 / follow_speed
)
Best Practices
1. Kill Previous Tweens
var current_tween: Tween = null
func animate_to(pos: Vector2) -> void:
if current_tween:
current_tween.kill() # Stop previous animation
current_tween = create_tween()
current_tween.tween_property(self, "position", pos, 1.0)
2. Use Signals for Completion
var tween := create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 0), 1.0)
tween.finished.connect(_on_tween_finished)
func _on_tween_finished() -> void:
print("Animation complete!")
3. Chaining for Sequences
var tween := create_tween()
# Fade out
tween.tween_property($Sprite, "modulate:a", 0.0, 0.5)
# Move while invisible
tween.tween_property($Sprite, "position", Vector2(200, 0), 0.0)
# Fade in at new position
tween.tween_property($Sprite, "modulate:a", 1.0, 0.5)
Common Gotchas
Issue: Tween stops when node is removed
# Solution: Bind tween to SceneTree
var tween := get_tree().create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 0), 1.0)
Issue: Multiple conflicting tweens
# Solution: Use single tween or kill previous
# Always store reference to kill old tween
Reference
Related
- Master Skill: godot-master