In the Animation Tree, how are the Discrete and Carry blend modes different?

Godot Version

4.2.1 Stable


In the AnimationTree, using a BlendSpace2D, can someone please explain to me the difference in the Blend modes between Discrete mode and Carry mode? The documentation makes them sound different, but in testing them they seem identical, so I’m very confused.

The documentation states: “if you want to keep the current play position when switching between discrete animations, there is a Carry mode.”

I thought that “keep the current play position” would mean that the next animation would continue from the same frame value that the current animation was at, but this doesn’t seem to be the case. Both Discrete and Carry seem to reset to frame 0. So what does it do then?

I couldn’t find it at first, but I eventually did. The carry vs discrete seems like a decision on where the play position starts when blending two animations. Maybe it’s broken?