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Advanced Usage & Tips

Handling Signals and User Data

SpriteStudio allows you to embed custom data in your animations. In Godot, you can listen for these via signals.

func _ready():
    # Connect to the user_data signal
    ss_player.user_data.connect(_on_ss_user_data)

func _on_ss_user_data(payload: Dictionary):
    # Example: Playing a sound effect based on user data
    if payload.has("se"):
        audio_player.stream = load(payload["se"])
        audio_player.play()

Dynamic Texture Overrides (CellMap Overrides)

You can swap out textures at runtime. This is useful for character customization or multi-colored variants of the same animation.

# Replace the texture for a specific cellmap
var new_skin = load("res://textures/hero_red.png")
ss_player.set_cellmap_texture("chara_skin", new_skin)

# To reset to the original texture, pass null
ss_player.set_cellmap_texture("chara_skin", null)

Performance Considerations

SSAB vs. SSQB

  • Use SSAB for standard animations.
  • Use SSQB (Sequences) when you want to manage multiple animations as a single timeline or state machine within SpriteStudio.

Skip Frames and Sub-frames

  • Skip Frames: Enable this for heavy animations to maintain playback speed even if rendering drops frames.
  • Sub Frame Enabled: Enable this for smooth interpolation between keyframes, especially for slow-motion playback.