This section introduces settings and tips to extract maximum performance from SpriteStudioPlayerForGodot and perform advanced playback control.
This setting is useful in environments with high rendering loads, such as mobile devices or scenes displaying a large number of characters.
When the Skip Frames Enabled property of SpriteStudioPlayer2D is activated, if rendering processing is delayed, intermediate drawing is skipped to maintain the animation's playback speed (time progression within the game).
This is extremely effective when rendering on high-refresh-rate monitors (e.g., 144Hz) or when performing slow-motion effects within Godot.
Normally, animations are played back frame-by-frame according to the set FPS (e.g., 30FPS or 60FPS). However, enabling Sub Frame Enabled automatically interpolates between keyframes based on the current time, resulting in incredibly smooth and fluid animation.
There are two types of animation binaries imported into Godot:
- SSAB (Animation Binary)
- This is standard animation data. Generally, you will use this format.
- SSQB (Sequence Binary)
- This is a "sequence" of multiple animations (e.g.,
Walk->Run->Jump) linked together on the timeline within SpriteStudio. - Use this when you want to reproduce the exact continuous playback designed in SpriteStudio directly in Godot, without writing complex state transition logic in your GDScript.
- Note (current status): Loading into
SSQBResourceis supported, but sequence playback is not available yet (planned — subsumed into the runtime state machine in roadmap Phase 3, or a Player-side prototype). For now, chain animations yourself in GDScript via theanimation_finishedsignal.
- This is a "sequence" of multiple animations (e.g.,