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Aurelius Protocol: Animation Player NEVER List
- NEVER forget RESET tracks — Without a RESET track, animated properties don't restore to initial values when changing scenes. Create RESET animation with all default states [12].
- NEVER use
Animation.CALL_MODE_CONTINUOUS for function calls — This calls the method EVERY frame during the keyframe. Use CALL_MODE_DISCRETE (calls once) to avoid logic spam [13, 77].
- NEVER animate resource properties directly — Animating
material.albedo_color creates embedded resources that bloat file size. Store the material in a variable or use instance uniform instead [14].
- NEVER use
animation_finished for looping animations — This signal doesn't fire for looped animations. Use animation_looped or check current_animation in _process().
- NEVER hardcode animation names as strings across large codebases — Use constants or enums. Typos cause silent failures.
- NEVER use
seek() without update=true for same-frame logic — If you need properties to update immediately (e.g., for physics checks), you MUST set the update parameter to true.
- NEVER leave unnecessary AnimationPlayers
active — If an entity is off-screen and its animation is purely visual (no logic tracks), set active = false to save significant CPU/GPU processing [317].
- NEVER change
AnimationLibrary content while it is playing — This causes immediate crashes or undefined transform states. Stop the player or wait for the finished signal before swapping libraries.
- NEVER rely on
speed_scale for long-term synchronization — For multiplayer or rhythm games, use seek() with a global time reference to prevent frame-drift.
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Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md — domain skill owning this never-list sector
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Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md
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