This page explains the basic workflow for placing and playing SpriteStudio animations in your Godot scene.
Note
This page assumes that an .ssab file has already been imported into your Godot project. If you do not have an .ssab yet, first see Asset Import and Editor Integration (editor-based import) or CLI Conversion and Automation (CLI-based import).
Taking advantage of Godot's powerful editor, you can set up an animation with the shortest possible workflow.
- Find the imported
.ssabfile in the FileSystem dock. - Drag and drop the file into the 2D workspace (Scene view).
This action automatically creates a SpriteStudioPlayer2D node and assigns the resource to it.
If you want to place the node in a specific location within an existing node hierarchy, you can add it manually and assign the resource.
- Add a
SpriteStudioPlayer2Dnode to your scene tree using the "+" button in the Scene dock. - Select the added node and open the Inspector.
- Drag and drop the
.ssabfile from the FileSystem dock into theSsabproperty box in the Inspector to attach it.
Once the node is selected, you can adjust various settings from Godot's Inspector.
- Select an
AnimationOpen the dropdown for theAnimationproperty in the Inspector. You will see a list of animations contained in the.ssab. Select the name of the animation you want to play.
- In-Editor Preview
With the node selected, the SpriteStudio bottom panel appears. Use its transport controls (play from start / play from current / stop and the frame scrubber) to play the animation directly in the editor without running the game. Keyboard shortcuts mirror the AnimationPlayer editor: D play from current, Shift+D play from start, S stop (active while the panel is visible).
Changes to parameters like
Frame,Speed, andLoop Countare reflected in the preview in real-time, enabling quick adjustments.
| Property | Type | Description |
|---|---|---|
Ssab |
Resource | The target SSABResource (.ssab file) to play |
Animation |
String | The name of the currently selected animation |
Autoplay |
bool | Whether to play automatically when the game starts |
Offset |
Vector2 | Drawing offset. Useful to shift visuals without changing the Node Transform |
Flip H / Flip V |
bool | Horizontal / Vertical flip of the animation |
Frame |
float | The current frame position |
Speed Scale |
float | Playback speed multiplier (Default: 1.0) |
Frame Rate |
int | FPS |
Loop Count |
int | Number of loops (-1 for infinite loop) |
Animation Section Start |
int | Start frame for partial playback |
Animation Section End |
int | End frame for partial playback |
Playback Direction |
int | Playback direction |
Playback Style |
int | Playback style (e.g., One-way, Ping-pong) |
Frame Skip Enabled |
bool | Whether to skip frames when the draw interval exceeds the frame interval |
Sub Frame Enabled |
bool | Whether to enable sub-frame interpolation |
Animation Process Mode |
int | Whether to sync with _physics_process (Physics) or _process (Idle) |
This plugin fully supports SpriteStudio's "Mask" feature.
No special setup is required; if your .ssab file contains mask parts, clipping processes are automatically applied in Godot.
Since the rendering is fully resolved internally via batch processing and Godot's rendering pipeline, there is no need for users to manually assign specific materials or configure clip_children on CanvasItems. You can use it simply by placing it in the scene.