When migrating from v1.x to the current version, please note the following major changes:
- v1.x: SpriteStudio files like
.sspj,.ssae, and.sscewere 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.sspjand 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.ssabfiles.- For detailed conversion steps, please refer to Asset Import and Editor Integration.
- Node Change: The node to use has changed. Please use the new
SpriteStudioPlayer2Dnode instead of the oldGdNodeSsPlayer. - Resource Assignment:
- Previously, you had to assign multiple files via
res_player.res_project = load("...sspj")andset_anime_pack("...ssae"). In the current version, a.ssabfile is generated per.ssae(Anime Pack). - Therefore, you simply need to set the
.ssabcontaining the animation you want to play usingset_ssab_resource(load("...ssab")).
- Previously, you had to assign multiple files via
- Loop Playback: The previous
set_loop(bool)method has been replaced withset_loop_count(int)(-1for infinite loop,1for 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.ssabfile)set_play()/get_play()→ Removed (Useplay(),stop(), andis_playing()instead)pause(bool)→pause()(No longer takes arguments)set_texture_interpolate()→ Removed (Use Godot 4's nativeTexture Filterproperty 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_finished→animation_finishedon_animation_changed→animation_changedon_user_data→user_data- For full details, see the API Reference.