Hi!.
Create root Node2D, add a sprite. Add an AnimationPlayer as a child of it, or next to it as a child of Node2D. Create a new animation. Edit the animation so it changes the sprites position over time. Edit the animation resource so that it loops. Now select the AnimationPlayer and change the play property to the animation you just created it plays automatically in the editor... so far so good, pretty nice work flow.
BUT when you hit: test scene, the animation won't auto play. You can add a piece of code that tells the AnimPlayer to play in _ready but you shouldn't have to, i believe
possibly related to #876
I can't reproduce this, the autoplay button is the one that looks like this [A>
can you make a little scene for me to test?
oh my god, i feel so stupid, i'm closing this, sorry
I had the same stupid problem and found this issue. Now I can get rid of a couple of scripts :p Could there be a better way to show this on the GUI? I expected it to be in the inspector tbh (isn't the active
boolean enough when set to true?)
I think it needs a more obvious icon or a property in the inspector. I have been looking for a better icon but I couldn't find a good one. Maybe it should show as an icon+label in the animation editor. Before opening this post, I spent 20 minutes looking for the button, an I was about to write code to auto-start the animation, and I think many new Godot user will face that issue too.
I got burned by this, too. I was completely mystified when nothing happened in Play Scene. Google brought me here.
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I had the same stupid problem and found this issue. Now I can get rid of a couple of scripts :p Could there be a better way to show this on the GUI? I expected it to be in the inspector tbh (isn't the
active
boolean enough when set to true?)