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Godot Tweening

  • 224 installs
  • 454 repo stars
  • Updated July 28, 2026
  • thedivergentai/gd-agentic-skills

Use godot-tweening for development tasks

About

godot-tweening: A skill for development. This provides functionality for development workflows.

  • godot-tweening

Godot Tweening by the numbers

  • 224 all-time installs (skills.sh)
  • +29 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #1,781 of 4,347 Backend & APIs skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-tweening

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Listed on Skillselion
Installs224
repo stars454
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

What it does

Use godot-tweening for development tasks

Files

SKILL.mdMarkdownGitHub ↗

Tweening

Tween property animation, easing curves, chaining, and lifecycle management define smooth programmatic motion.

Available Scripts

safe_tween_interruption.gd

Expert logic for killing active tweens before starting new ones to prevent property conflicts.

parallel_popup_animation.gd

Using set_parallel(true) and chain() for complex multi-property UI transitions.

text_counter_method_tween.gd

Animating non-property values (like score strings) using tween_method.

custom_curve_tween.gd

Driving property interpolation using visual Curve resources for bespoke easing.

camera_shake_tween_logic.gd

Implementing procedural screen shake using randomized looping tweens.

time_scale_ignored_ui.gd

Ensuring menu animations continue playing when Engine.time_scale is set to 0.

nested_subtween_cutscene.gd

Hierarchical cutscene management using tween_subtween for composable timelines.

relative_recoil_tween.gd

Using as_relative() and from_current() for dynamic movement offsets (recoil/nudges).

staggered_inventory_entry.gd

Animating collections of items sequentially using a single Tween object.

looped_hover_vfx.gd

Creating infinite ping-pong ambient effects to replace heavy AnimationPlayers.

NEVER Do in Tweening

  • NEVER instantiate a Tween using `Tween.new()` — Tweens created manually are invalid. Always use create_tween() or get_tree().create_tween() [3, 4].
  • NEVER attempt to reuse a finished Tween — Tweens are single-use objects. To replay an animation, you must create a new one [4].
  • NEVER manually instantiate `PropertyTweener` or `CallbackTweener` — These must be generated only by the parent Tween methods like tween_property [5].
  • NEVER create an infinite loop containing only 0-duration animations — This will freeze the engine. Always include at least one step with duration [10].
  • NEVER use multiple Tweens to animate the same property simultaneously — The last one created takes priority, causing flicker. Use kill() on the old reference first [11, 12].
  • NEVER use linear interpolation for UI/JuiceTRANS_LINEAR feels robotic. Use EASE_OUT + TRANS_QUAD or EASE_IN_OUT + TRANS_CUBIC for organic motion [22].
  • NEVER create tweens in `_process` without guards — Creating 60 tweens per second will crash the app. Use a state check or kill the running one.
  • NEVER skip `bind_node(self)` for non-global tweens — If the node is freed while a tween is running, it can cause errors. Binding ensures it dies with the node [13].
  • NEVER use 0-duration tweens for state changes — If you want an instant change, just set the property directly (position = goal) to save overhead [20].
  • NEVER forget to call `chain()` when returning from `set_parallel(true)` — If you want a sequence after a parallel block, you must explicitly chain it [15].

---

extends Sprite2D

func _ready() -> void:
    # Create tween
    var tween := create_tween()
    
    # Animate position over 2 seconds
    tween.tween_property(self, "position", Vector2(100, 100), 2.0)

Tween Methods

Property Animation

# Tween single property
var tween := create_tween()
tween.tween_property($Sprite, "modulate:a", 0.0, 1.0)  # Fade out

# Chain multiple tweens
tween.tween_property($Sprite, "position:x", 200, 1.0)
tween.tween_property($Sprite, "position:y", 100, 0.5)

Callbacks

var tween := create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 0), 1.0)
tween.tween_callback(func(): print("Animation done!"))
tween.tween_callback(queue_free)  # Delete after animation

Intervals

var tween := create_tween()
tween.tween_property($Label, "modulate:a", 0.0, 0.5)
tween.tween_interval(1.0)  # Wait 1 second
tween.tween_property($Label, "modulate:a", 1.0, 0.5)

Easing Functions

var tween := create_tween()
tween.set_ease(Tween.EASE_IN_OUT)  # Smooth start and end
tween.set_trans(Tween.TRANS_CUBIC)  # Cubic curve
tween.tween_property($Sprite, "position:x", 200, 1.0)

Common Combinations:

  • EASE_IN + TRANS_QUAD: Accelerating
  • EASE_OUT + TRANS_QUAD: Decelerating
  • EASE_IN_OUT + TRANS_CUBIC: Smooth S-curve
  • EASE_OUT + TRANS_BOUNCE: Bouncy effect

Advanced Patterns

Looping Animation

var tween := create_tween()
tween.set_loops()  # Infinite loop
tween.tween_property($Sprite, "rotation", TAU, 2.0)

Parallel Tweens

var tween := create_tween()
tween.set_parallel(true)

# Both happen simultaneously
tween.tween_property($Sprite, "position", Vector2(100, 100), 1.0)
tween.tween_property($Sprite, "scale", Vector2(2, 2), 1.0)

UI Button Hover Effect

extends Button

func _ready() -> void:
    mouse_entered.connect(_on_mouse_entered)
    mouse_exited.connect(_on_mouse_exited)

func _on_mouse_entered() -> void:
    var tween := create_tween()
    tween.tween_property(self, "scale", Vector2(1.1, 1.1), 0.2)

func _on_mouse_exited() -> void:
    var tween := create_tween()
    tween.tween_property(self, "scale", Vector2.ONE, 0.2)

Number Counter

extends Label

func count_to(target: int, duration: float = 1.0) -> void:
    var current := int(text)
    var tween := create_tween()
    
    tween.tween_method(
        func(value: int): text = str(value),
        current,
        target,
        duration
    )

Camera Smooth Follow

extends Camera2D

@export var follow_speed := 5.0
var target: Node2D

func _process(delta: float) -> void:
    if target:
        var tween := create_tween()
        tween.tween_property(
            self,
            "global_position",
            target.global_position,
            1.0 / follow_speed
        )

Best Practices

1. Kill Previous Tweens

var current_tween: Tween = null

func animate_to(pos: Vector2) -> void:
    if current_tween:
        current_tween.kill()  # Stop previous animation
    
    current_tween = create_tween()
    current_tween.tween_property(self, "position", pos, 1.0)

2. Use Signals for Completion

var tween := create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 0), 1.0)
tween.finished.connect(_on_tween_finished)

func _on_tween_finished() -> void:
    print("Animation complete!")

3. Chaining for Sequences

var tween := create_tween()

# Fade out
tween.tween_property($Sprite, "modulate:a", 0.0, 0.5)
# Move while invisible
tween.tween_property($Sprite, "position", Vector2(200, 0), 0.0)
# Fade in at new position
tween.tween_property($Sprite, "modulate:a", 1.0, 0.5)

Common Gotchas

Issue: Tween stops when node is removed

# Solution: Bind tween to SceneTree
var tween := get_tree().create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 0), 1.0)

Issue: Multiple conflicting tweens

# Solution: Use single tween or kill previous
# Always store reference to kill old tween

---

Expert Pattern: Bezier-Path-Tween

Animate objects along complex, curved trajectories using Path2D and PathFollow2D instead of calculating math manually.

func play_curved_motion(follow_node: PathFollow2D, duration: float):
    # 1. Ensure path starts at 0
    follow_node.progress_ratio = 0.0
    
    # 2. Tween the sampler progress
    var tween := create_tween().bind_node(follow_node)
    tween.tween_property(follow_node, "progress_ratio", 1.0, duration) \
        .set_trans(Tween.TRANS_CUBIC) \
        .set_ease(Tween.EASE_IN_OUT)

---

Expert Pattern: Physics-Sync-Tweening

Prevent jitter and visual "streaking" when animating physics bodies or handling network corrections.

func apply_physics_tween(target: Node3D, goal: Vector3):
    # 1. Prevent 'visual streak' if teleporting to a start position
    target.global_position = start_pos
    target.reset_physics_interpolation()
    
    # 2. Sync tween steps with physics frames
    var tween := create_tween().bind_node(target)
    tween.set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
    
    tween.tween_property(target, "global_position", goal, 0.5)

---

Expert Pattern: Juice-Config-Resource

Decouple animation "feel" from logic by storing tween parameters in external resources for global balancing.

# juice_config.gd
class_name JuiceConfig extends Resource
@export var duration: float = 0.3
@export var trans: Tween.TransitionType = Tween.TRANS_ELASTIC
@export var ease: Tween.EaseType = Tween.EASE_OUT

# gameplay_object.gd
@export var juice: JuiceConfig

func play_bounce():
    var tween := create_tween()
    tween.set_trans(juice.trans)
    tween.set_ease(juice.ease)
    tween.tween_property(self, "scale", Vector2(1.2, 1.2), juice.duration)

---

Expert Pattern: Tween-Event-Sequencing

Orchestrate complex mini-cutscenes by chaining property interpolations, delays, and callbacks into a single controlled sequence.

func play_mini_cutscene(actor: Sprite2D):
    var tween := create_tween().bind_node(self)
    
    # 1. Step 1: Move and fade in (Parallel)
    tween.set_parallel(true)
    tween.tween_property(actor, "position:x", 500.0, 1.0)
    tween.tween_property(actor, "modulate:a", 1.0, 0.5)
    
    # 2. Step 2: Wait then call logic (Chained)
    tween.chain().tween_interval(0.5)
    tween.tween_callback(func(): _play_vfx(actor.position))
    
    # 3. Step 3: Shrink and exit
    tween.tween_property(actor, "scale", Vector2.ZERO, 0.5).set_trans(Tween.TRANS_BACK)
    tween.tween_callback(actor.queue_free)

Reference

Related

  • Master Skill: godot-master

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