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Aurelius Protocol: 2D Animation NEVER List
- NEVER use AnimatedTexture — This class is deprecated, highly inefficient in modern renderers, and may be removed in future Godot versions. Use AnimatedSprite2D or AnimationPlayer instead.
- NEVER allow Tweens to fight over the same property — If multiple Tweens animate the same property, the last one created forcibly takes priority. Always assign your Tween to a variable and call
kill() on the previous instance before creating a new one.
- NEVER process kinematic movement outside the physics tick — If your AnimationPlayer moves a CharacterBody2D, ensure the AnimationPlayer's callback mode is set to Physics. Animating physics bodies during the Idle (render) frame breaks fixed timestep physics interpolation and causes stutter.
- NEVER use
animation_finished for looping animations — The signal only fires on non-looping animations. Use animation_looped instead for loop detection.
- NEVER call
play() and expect instant state changes — AnimatedSprite2D applies play() on the next process frame. Call advance(0) immediately after play() if you need synchronous property updates (e.g., when changing animation + flip_h simultaneously).
- NEVER set
frame directly when preserving animation progress — Setting frame resets frame_progress to 0.0. Use set_frame_and_progress(frame, progress) to maintain smooth transitions when swapping animations mid-frame.
- NEVER forget to cache
@onready var anim_sprite — The node lookup getter is surprisingly slow in hot paths like _physics_process(). Always use @onready.
- NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D — Choose one animation authority per sprite. Mixing causes flickering and state conflicts.
- NEVER use paper-thin skeletons for deformation — 2D meshes require balanced vertex density. If your mesh deforms poorly, increase the vertex count near joints in the Mesh2D editor.
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Related skills:
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