How to Animate the Entrance of Your Godot UI Elements

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In this Godot 4 tutorial, we're adding an entrance animation to our User Interface Animation Component.

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0:00 - Introduction and Overview
0:07 - Animation-based Tutorial Introduction
0:18 - Setting Up Enter Animation for Control Nodes
0:48 - Adding Variables and Exporting Settings
1:54 - Creating Enter Animation Settings
3:10 - Adding Wait for Variable
5:24 - Setting Up Enter Animation Values
7:50 - Explanation of Immediate Transition Constant
8:56 - Creating OnEnter Function for Enter Animation
9:56 - Testing Enter Animation Setup
10:52 - Adding Delay to Enter Animation
12:03 - Setting Up Wait for Option
13:03 - Emitting Signal for Enter Animation Completion
14:46 - Finalizing Enter Animation Logic
16:20 - Testing and Adding New Animation to Panel Container
17:34 - Final Test and Conclusion

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This series is part of my sponsored User Interface (UI) and Control Node tutorial series where we will walk through how to create various user interfaces, heads up displays, and more in Godot 4, step by step. I won't be skipping any steps in the process and everything will be sequential video to video.

Joining my Patreon in one of the 3 tiers will give you:

- access to the private Discord channel
- your name in the project README
- early access to tutorial videos
- power to vote on what mechanics get covered in future videos
- full access to the project source files to use in your own projects

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#godot #godotengine #ui
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good video, very helpful. i recommend showing the "final" product of what we're designing at the beginning of the video. it would help us understand better as we go through the video

willerxxmiller
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Great video as always!
At 1:55, if you highlight "hover" and then Ctrl/Cmd + D a few times, you can change all of the matching variables at the same time.

josh_benjamin
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Wow look what I found, nice tutorial, very helpful. Thank you ❤

GameTourist
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Very nice tutorial. Seems very reusable and a good thing to have in the toolbox.

phoelich
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One request from a rheumy-eyed viewer.

Some games offer options to effectively tune global styles to improve HUD, menu and other elements' visibility - eg, font size is a useful setting (although those settings often don't go far enough). It seems like the logical positioning of various ui elements should really help with this. Do you have a preferred pattern for this?

jangrant