Smoothly blends the color of a node toward a target color over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Target
Node
-
The node to fade to a color. Leave it empty to fade this node.
To
Color
(1.0, 1.0, 1.0, 1.0)
The color the node ends at.
Duration
float
0.3
How long the blend takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
PhasesStartEvery FramePhysics
Tween Fade
Start
Tween FadeTween
Nodenot set|To Alpha1.0|Duration0.3|→ Finished
Smoothly fades the node toward a target transparency over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to fade. Leave it empty to fade this node.
To Alpha
float
1.0
Target transparency, where 1 is fully visible and 0 is invisible.
Duration
float
0.3
How long the fade takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
PhasesStartEvery FramePhysicsWorks onCanvasItem
Tween Move
Start
Tween MoveTween
Nodenot set|To(0.0, 0.0)|Duration0.3|→ Finished
Smoothly moves the node to a target position over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to move. Leave it empty to move this node.
To
Vector2
(0.0, 0.0)
The position to move to.
Duration
float
0.3
How long the movement takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
Smoothly moves the node to a target position over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to move. Leave it empty to move this node.
To
Vector3
(0.0, 0.0, 0.0)
The position to move to.
Duration
float
0.3
How long the movement takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
Smoothly animates any property of a node toward a value over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Target
Node
-
The node whose property is animated. Leave it empty to animate this node.
Property
String
'position'
The name of the property to animate, such as position or modulate.
To
Variant
0
The value the property ends at.
Duration
float
0.5
How long the animation takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
PhasesStartEvery FramePhysics
Tween Rotate
Start
Tween RotateTween
Nodenot set|To Degrees0.0|Duration0.3|→ Finished
Smoothly rotates the node to a target angle over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to turn. Leave it empty to turn this node.
To Degrees
float
0.0
The target angle, in degrees.
Duration
float
0.3
How long the rotation takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
Smoothly rotates the node to a target angle over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to turn. Leave it empty to turn this node.
To Degrees
Vector3
(0.0, 0.0, 0.0)
The target angle on each axis, in degrees.
Duration
float
0.3
How long the rotation takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
PhasesStartEvery FramePhysicsWorks onNode3D
Tween Scale
Start
Tween ScaleTween
Nodenot set|To(1.0, 1.0)|Duration0.3|→ Finished
Smoothly scales the node to a target size over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to resize. Leave it empty to resize this node.
To
Vector2
(1.0, 1.0)
The target scale, where 1, 1 is the normal size.
Duration
float
0.3
How long the scaling takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.
Smoothly scales the node to a target size over time. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs.
Input
Type
Default
Description
Node
Node
-
The node to resize. Leave it empty to resize this node.
To
Vector3
(1.0, 1.0, 1.0)
The target scale, where 1, 1, 1 is the normal size.
Duration
float
0.3
How long the scaling takes, in seconds.
Branch
Goes to
Finished
Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.