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SpriteAnimation

Realot Studio SpriteAnimation component reference: fields, script API, behavior and examples.

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ScopeThis page documents the SpriteAnimation component in Realot Studio. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Sprite Animation, then use the Animation editor window to create clips/import frames. The Animation editor is an editor window/modal, not the bottom Project panel.

#What it does

Sprite-sheet/clip animation state on a SpriteRenderer.

Component setup & editor toolsSpriteAnimation stores clips and frames and is edited through the Animation Window.

#How to add and use SpriteAnimation

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for SpriteAnimation → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → SpriteAnimation → Open Animation Window. Create/edit clips, frames, FPS, looping, and playback there; use the Inspector for component-level playback state.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
clipsarray@type {AnimationClip[]}[]
currentClipIdnullable value@type {string|null} which clip.id is currently selected/playingnull
playingbooleanwhether playback advances automatically every frame (vs.true
speednumberplayback speed multiplier — 1 = clip's own fps, 2 = double speed, etc.1
currentFrameIndexnumber--- Simulation state (still plain numbers/strings, not objects — this is per-entity playback progress, same category of field as Rigidbody2D.velocityX: it changes every frame at runtime, but it's still serializable plain data, not a PIXI/Rapier handle).0
frameElapsednumberseconds accumulated since the last frame advance0

#Script API

MemberKindDescription
currentClipProperty (read-only)The `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).
currentFrameProperty (read/write)The `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).
play(clipName)MethodThe `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).
playingProperty (read-only)The `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).
speedProperty (read/write)The `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).
stop()MethodThe `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).
totalFramesProperty (read-only)The `this.animator` sub-object exposed to user scripts (see scripting/ScriptAPI.js).

#Examples

js
this.animator.play("Run");
js
this.animator.speed = 1.5;
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