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Animation components

Every field below is derived from the engine’s own component registry — the same one the editor’s Details panel reads — so the types and defaults here are the values you get when you add the component, and they cannot drift from the code. The prose that explains how to use each one lives in the guides linked per entry.

Animator

Runs an animator controller — states, transitions and blend trees — over the entity.

Explained in animation/overview.

FieldTypeDefaultNotes
controllerAsset<animatorcontroller>none
currentStatestringempty
enabledbooleantrue

DragonBonesAnimation

A DragonBones armature: its skeleton and atlas assets, armature choice and playback state.

Explained in animation/dragonbones.

FieldTypeDefaultNotes
skeletonPathstringempty
atlasPathstringempty
armatureenum (dragonbonesArmatures)empty
animationenum (dragonbonesAnimations)empty
timeScalenumber1 Range ≥ 0.
loopbooleantrue
playingbooleantrue
fadeInTimenumber0 Range ≥ 0, step 0.05.
flipXbooleanfalse
flipYbooleanfalse
colorColor#ffffff
layerenum (sortingLayers)0 Range step 1.
skeletonScalenumber1 Range ≥ 0.
materialAsset<material>none
enabledbooleantrue

SpineAnimation

A Spine skeleton: its skeleton and atlas assets, current animation, skin and mix settings.

Explained in animation/spine.

FieldTypeDefaultNotes
skeletonPathstringempty
atlasPathstringempty
skinenum (spineSkins)empty
animationenum (spineAnimations)empty
timeScalenumber1 Range ≥ 0.
loopbooleantrue
playingbooleantrue
flipXbooleanfalse
flipYbooleanfalse
colorColor#ffffff
layerenum (sortingLayers)0 Range step 1.
skeletonScalenumber1 Range ≥ 0.
materialAsset<material>none
enabledbooleantrue

SpriteAnimator

Plays a flipbook clip by swapping the sprite frame, with speed, looping and frame events.

Explained in animation/overview.

FieldTypeDefaultNotes
clipAsset<anim-clip>none
speednumber1
playingbooleantrue
loopbooleantrue
enabledbooleantrue
currentFramenumber0
frameTimernumber0
finishedbooleanfalse

TimelinePlayer

Plays a timeline asset — keyframed tracks across many entities — with wrap modes and playback control.

Explained in animation/timeline.

FieldTypeDefaultNotes
timelineAsset<timeline>none
playingbooleanfalse
speednumber1
wrapModestring"once"
finishedbooleanfalseClip completed (runtime, read-only). Raise Playing to replay.