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🔄 Migration from v1.x

When migrating from v1.x to the current version, please note the following major changes:

1. Asset Format and Import Pipeline

  • v1.x: SpriteStudio files like .sspj, .ssae, and .ssce were placed directly in the project and used as-is from Godot's FileSystem dock.
  • Current version: Utilizes a customized optimized binary format (.ssab). Please remove the .sspj and other source files that were placed in your Godot project during v1 (move them outside the project). Then, use the SS Import Dock to convert them into .ssab files.

2. Node and GDScript API Changes

  • Node Change: The node to use has changed. Please use the new SpriteStudioPlayer2D node instead of the old GdNodeSsPlayer.
  • Resource Assignment:
    • Previously, you had to assign multiple files via res_player.res_project = load("...sspj") and set_anime_pack("...ssae"). In the current version, a .ssab file is generated per .ssae (Anime Pack).
    • Therefore, you simply need to set the .ssab containing the animation you want to play using set_ssab_resource(load("...ssab")).
  • Loop Playback: The previous set_loop(bool) method has been replaced with set_loop_count(int) (-1 for infinite loop, 1 for play once / no loop).
  • Method Renames and Removals:
    • set_player_resource()set_ssab_resource()
    • get_fps()get_frame_rate()
    • set_anime_pack() → Removed (Anime packs are now bundled within each .ssab file)
    • set_play() / get_play() → Removed (Use play(), stop(), and is_playing() instead)
    • pause(bool)pause() (No longer takes arguments)
    • set_texture_interpolate() → Removed (Use Godot 4's native Texture Filter property on the CanvasItem instead)
  • Signal Names: Signal names have been updated to follow Godot's standard conventions (e.g., removing the on_ prefix).
    • on_animation_finishedanimation_finished
    • on_animation_changedanimation_changed
    • on_user_datauser_data
    • For full details, see the API Reference.