I’m a beginner and when I was making weapon manager in godot and I had a problem, the animation_finished signal didn’t work even though I did everything right.
here script
extends Node3D
@onready var anim = $AnimationPlayer @onready var sound: AudioStreamPlayer3D = $AudioStreamPlayer3D
@export var damage :float
var can_shoot = false
func _ready() → void:
pass
func _process(delta: float) → void:
if Input.is_action_pressed(“shoot”) and can_shoot and not anim.is_playing():
anim.play(“shoot”)
sound.play()
can_shoot = false
In regards to your issue - did you connect the animation_finished signal to your _on_animation_player_animation_finished callback somewhere? I don’t see it anywhere in the code snippet you presented here.
Please also make sure to always paste code between three ticks ```