Animation Player keeps syncing animations when I don't want it to

Godot Version

4.4.1

Question

I have this packed resource (or scene? idk I think that’s what you call it) for an npc sign in my game that uses the animation player to show a text box when I talk to it. I did this to make this a prefab that I could drag and drop onto new NPC’s

The animation player essentially changes a Label3d’s text at a certain time after the text box has faded in

the problem is if I try to change the shown text in the animation, it then synchronizes the changed text across any animationplayer node that I’ve copied from this prefab.

I’ve already tried making it local and using editable children, but nothing is working, it always seems to sync the animation to the other nodes even though they don’t look like they’re related

As a side problem, I also just keep randomly getting these nodes saying they’re in read only mode without really telling me why. I got this one editable by copying the instance of the packed resource

I tried making the nodes local, then deleting the animation player and copying and pasting from another node, still syncs. I can’t figure this out and it’s driving me crazy


(the packed resource that I am using)


(I change the text to match the sign that I am trying to get it to say, but…)


(then when I go to the ‘market street sign’ it’s animator has been changed to make the text say ‘meridian street’ too)

I’ve tried retiming the animations. Those sync too. I can’t tell what I am missing, can anyone please help?

image
As far as i understand, Animators use Libraries to share animations between each other. Since you copied it, they share the same library, so all animations are synced between them.

Maybe there is some way to make this AnimationLibrary asset unique, then it wont sync.

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Thank you so much! You led me to an answer. I basically have to save the animation library as a file by clicking the dropdown arrow next to the library’s name. Not a perfect solution for an rpg text box system, I wish I didn’t have to make a whole file for each unique NPC, but I’ll take what I can get lol. I had a dialogue plugin that required files for all their conversations before anyways so I guess this isn’t that weird.

Do you have to couple dialogue text and animation into one bit? You could set it somewhere else, like in custom Resource or your old Dialogue plugin, and just reuse same animation for different texts

1 Like