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AnimationPlayer nested resources break Scene inheritance #107970

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@Kuro-Katball

Description

@Kuro-Katball

Tested versions

Occurs in 4.4 stable on Windows 10

System information

Godot v4.4.stable - Windows 10

Issue description

AnimationPlayer breaks scene inheritance. When using an AnimationPlayer in scene inheritance, editing one of the children will also edit the parent and all other siblings. Making the AnimationLibrary local to scene and unique does nothing, because the underlying internal data structure is still referencing some shared resource that exists somewhere and seemingly can't be accessed by the user. This means users have to create a new AnimationPlayer/AnimationLibrary and then recreate every track on every AnimationPlayer by hand and manually type in each name for each track, instead of being able to create an AnimationPlayer and have it inherited or duplicated between scenes. I have not found a better/less time consuming workaround for this yet.

Steps to reproduce

Parent

  1. Create a parent scene
  2. Add an AnimationPlayer component
  3. Set the AnimationLibrary to "unique" and "local to scene"
  4. Create named animations with empty tracks

Child

  1. Create a child scene from the previously created parent
  2. Set the AnimationLibrary to "unique" and "local to scene"
  3. Edit a track, adding a frame is visually easy to identify
  4. Confirm the parent has also been edited unintentionally

I've tried to describe the problem as succinctly as possible, please let me know if I can help in some other way

Minimal reproduction project (MRP)

animationplayerproblem.zip

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