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Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
Passed 21 of 22 test cases with the skill, and 19 of 22 without it.
2 fixed19 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Godot 4.7 GDScript, I have a helper method that dynamically constructs animation steps into a tween based on array data. If the array is empty, no tweeners are added to the tween. What built-in method checks if any tweeners exist on the tween so I can safely kill or skip empty tweens before execution?
| Checked | Without skill | With skill |
|---|---|---|
| Use has_tweeners() to check if the tween contains any tweeners. | Missed | Passed |
The instructions your model reads when the skill loads.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: animation-system for AnimationPlayer/AnimationTree (keyframe-based), godot-ui for UI transitions, shader-basics for tweening shader parameters, camera-system for camera shake and transitions, math-essentials for easing curves and interpolation math, particles-vfx for code-driven VFX timing and sequencing.
| Feature | Tween (code-driven) | AnimationPlayer (data-driven) |
|---|---|---|
| Setup | Code only — no editor needed | Animation panel with keyframes |
| Best for | Procedural motion, UI transitions, VFX | Complex multi-track, artist-driven clips |
| Reusability | Recreated per use — lightweight | Saved as resources, reusable across scenes |
| Blending | No — one tween per property at a time | Yes — AnimationTree supports blending |
| Method calls | tween_callback() at any point | Call Method tracks at keyframed times |
Rule of thumb: Use Tweens for one-off procedural animations (fade in, bounce, slide). Use AnimationPlayer for repeating, artist-tuned animations (walk cycle, attack sequence).
Tweens are created from any Node and auto-bind to it. When the node is freed, the tween stops automatically.
# Creates a tween bound to this node
var tween := create_tween()
tween.tween_property(self, "position", Vector2(400, 300), 1.0)
var tween = CreateTween();
tween.TweenProperty(this, "position", new Vector2(400, 300), 1.0f);
Important: Each call to
create_tween()creates a new tween. Previous tweens on the same property are not automatically killed — they compete. Kill old tweens before creating new ones on the same property if you don't want conflicts.
test cases passed, vs 19 / 22 without
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