A generic animation transition node for [AnimationTree]. Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty. [b]Note:[/b] When using a cross-fade, [code]current_state[/code] and [code]current_index[/code] change to the next state immediately after the cross-fade begins. [codeblocks] [gdscript] # Play child animation connected to "state_2" port. animation_tree.set("parameters/Transition/transition_request", "state_2") # Alternative syntax (same result as above). animation_tree["parameters/Transition/transition_request"] = "state_2" # Get current state name (read-only). animation_tree.get("parameters/Transition/current_state") # Alternative syntax (same result as above). animation_tree["parameters/Transition/current_state"] # Get current state index (read-only). animation_tree.get("parameters/Transition/current_index")) # Alternative syntax (same result as above). animation_tree["parameters/Transition/current_index"] [/gdscript] [csharp] // Play child animation connected to "state_2" port. animationTree.Set("parameters/Transition/transition_request", "state_2"); // Get current state name (read-only). animationTree.Get("parameters/Transition/current_state"); // Get current state index (read-only). animationTree.Get("parameters/Transition/current_index"); [/csharp] [/codeblocks] $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/678 Returns whether the animation restarts when the animation transitions from the other animation. Returns [code]true[/code] if auto-advance is enabled for the given [param input] index. Enables or disables auto-advance for the given [param input] index. If enabled, state changes to the next input after playing the animation once. If enabled for the last input state, it loops to the first. If [code]true[/code], the destination animation is restarted when the animation transitions. If [code]true[/code], allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If [code]false[/code], nothing happens on the transition to the self state. The number of enabled input ports for this node. Determines how cross-fading between animations is eased. If empty, the transition will be linear. Cross-fading time (in seconds) between each animation connected to the inputs.