#AnimatedTexture
Nothing special it is just an AnimatedTexture Texture ^_^y
September 9, 2025 at 2:45 PM
Godot, please don't totally abandon the AnimatedTexture resource format, bunny is lazy and needs it for fancy animated progress bars lmao
March 14, 2025 at 7:50 PM
戦艦少女R二次創作自作ゲームGodot移植中。
クエストモードのフィールドマップづくり。
GodotにはTileMapLayerという機能があり、ほぼほぼツクールのタイルのような感じで作れる。

そして・・・AnimatedTextureを使えば、このように海を自動的にアニメーションさせることもできる!!

1, TimeSetにAnimatedTextureで対象画像を追加
2, アニメーションセクションで、列を任意の数に増やす
3, アニメーションさせる最初のタイルを選択する

※ポイントは、アニメーションのフレームを隣り合って横並びに配置した画像を用意すること。

#gamedev
September 22, 2026 at 12:14 AM
After the demo is released, I need to take a better look at shaders for text.

Right now, Dimension Twist makes use of Godot's (deprecated) AnimatedTexture resource for buttons and some titles to get blinking animations and gradient colors. It wouldn't be so bad if they worked with atlas textures.
September 22, 2026 at 5:45 PM
funny bunny uses new 4.4 buttons to assign a million frames to deprecated animatedtexture resource cause too lazy to do it by hand

able to animate all the bars with several color blended layers to achieve my old game's animated HP bars but with extra sexy

#godot #godotengine #gamedev #indiegamedev
March 21, 2025 at 5:49 PM
Turns out if you take a sunburst animation and apply a circular time displacement you get something very trippy! #MotionDesign #AnimatedTexture #TimeDisplacement #Sunburst #AfterEffects #Trippy #Psychedelic #Wallpaper #Background #GraphicDesign #Loop
August 14, 2025 at 12:54 AM
The colours for this animated texture loop were inspired by the vintage Technicolor film process from classic Hollywood films #AnimatedTexture #Loop #Background #Wallpaper #Technicolor #MotionGraphics #TimeDisplacement #4ColorGradient #AfterEffects #WiggleLoop #Hollywood #FilmProcess
August 12, 2025 at 7:38 PM
Opened another Godot PR, refactoring AnimatedTextures! Was more straightforward than I anticipated, and behaves better in a few ways now

github.com/godotengine/...
Refactor & un-deprecate AnimatedTexture by ColinSORourke · Pull Request #116122 · godotengine/godot
Animated Textures are currently flagged as deprecated, but have no direct workarounds for equivalent behaviors. The primary reason for deprecation, as I can tell, was that the ProxyTexture implemen...
github.com
February 10, 2026 at 9:49 PM
A more comic book feel to this one. Purple halftone dots evokes some vintage artwork #AnimatedTexture #Halftone #Purple #ComicBook #Galactus #MotionDesign #WiggleLoop #AfterEffects #TimeDisplacement #Circles #Rings @manueldoesmotion
August 12, 2025 at 1:40 AM
Anyone who wants to implement a similar thing the package I found and used is https://github.com/BOTLANNER/godot-gif which works for versions of Godot 4 (and is working for me on latest stable)
GitHub - BOTLANNER/godot-gif: GDExtension for Godot 4+ to load GIF files as AnimatedTexture and/or SpriteFrames.
GDExtension for Godot 4+ to load GIF files as AnimatedTexture and/or SpriteFrames. - BOTLANNER/godot-gif
github.com
November 16, 2024 at 1:21 PM
Creating animated textures with a circular time displacement technique from @manueldoesmotion. I feel this is giving art deco Great Gatsby or James Bond vibes #AfterEffects #AnimatedTexture #Loop #FractalNoise #TimeDisplacement #ManuelDoesMotion #Gold #GreatGatsby #ArtDeco #JamesBond #MotionDesign
August 11, 2025 at 1:17 PM
You could try setting up AnimatedTexture instead of a static one for the shader, then within the Animation Player, manipulate the frame param of the shader. It should work very similarly to how you animate a Sprite2D using Animation Player. I'm not sure about Animation Trees though...
November 26, 2024 at 1:04 PM
Now I wonder how one would add shaders and animated textures into control nodes without having to make scenes for each control nodes...

Like, can a shader be part of a theme property?
And can a TextureButton play n reset an AnimatedTexture?

#Godot
May 20, 2026 at 2:47 PM
Display animated image in RichTextLabel
Necroing here, but I just wanted to share that I have been able to make animated images work in `RichTextLabel`s in Godot 4.3 stable. You would use an `AnimatedTexture` and add this via the `add_image` method just as you would add any other image texture. You just have to animate manually. Short workflow as follows: * Import the `AnimatedTexture` (yes I know it’s deprecated, but it’s running) * Call `pause = true` on the texture (I don’t know if that is really necessary but it wasn’t animating for me by itself, so just disabling the automatic code here) * Get an array of “time indices”, I call it `timing` array with time thresholds when to jump to the next frame * Store a reference to the texture and a manager item for keeping track of frame, current delta and timings * In your `_process`, use the delta to go through the frames as needed **Known Problems:** * `speed_scale` is non-trivial to implement without frameskips **Code Snippets:** Preparing an animation var texture: AnimatedTexture = ImageTransformer.read(body) # or whatever you use to import a GIF or something texture.pause = true var timing: PackedFloat32Array = [0.0] for f in range(texture.frames): timing.push_back(timing[f] + texture.get_frame_duration(f)) var entry := { 'frame': 0, 'delta': 0.0, 'timing': timing.slice(1) } animations[key] = entry images[key] = texture Playing the animation func _process(delta: float) -> void: for key in animations: var animation: Dictionary = animations[key] var image: AnimatedTexture = images[key] animation.delta += delta var update := false while animation.delta > animation.timing[animation.frame]: update = true animation.frame += 1 if animation.frame == image.frames: animation.frame = 0 animation.delta -= animation.timing.back() if update: image.current_frame = animation.frame
forum.godotengine.org
January 29, 2025 at 1:12 AM