C#Beta
Node and value catalog
The catalog has a definition for every animatable property it covers, and each definition has a typed shorthand method. They read and write Godot properties directly, with no reflection or string property paths.
Find a definition
Section titled “Find a definition”| Page | What it covers |
|---|---|
| 2D nodes | CanvasItem, Node2D, sprites, cameras, particles, lights, lines, paths, and polygons |
| 3D nodes | Node3D, GeometryInstance3D, 3D sprites, cameras, particles, decals, fog, lights, and paths |
| UI controls | Control layout and transforms, Range, labels, and progress bars |
| Material properties | BaseMaterial3D colors, emission, roughness, and UVs |
| Animation and audio | AnimationPlayer speed and the audio players’ pitch, volume, and range |
| Callback values | Tweens.Float and the other definitions that write no property |
The example assumes using Godot; and using tweens.gd;.
// sprite: Sprite2D, camera: Camera2D, label: Label; all inside the tree.var movement = sprite.TweenPosition((300, 120), 0.5, Out.Cubic);var fade = sprite.TweenModulateAlpha(0, 0.2);var zoom = camera.TweenZoom((2, 2), 0.4);var reveal = label.TweenVisibleRatio(1, 1.5, options => options.From = 0);await Group.Of(movement, fade).End;Each shorthand method, such as TweenPosition, takes (to, duration, configure = null),
(to, duration, ease, delay = 0), or (to, duration, options); syntax sugar
shows the shorter endpoint forms. The configure callback runs before playback starts
and can set From, To, Duration, or any other definition setting, including
callbacks. For motion you reuse, start a definition instead:
sprite.Tween(new Tweens.Position2D(to, 0.5)). Both forms return the same kind
of handle, with the same owner lifetime.
Shorthand methods on a base class work on every node derived from it: Node2D and
Node3D carry the transforms, CanvasItem the 2D modulation, Control the
layout, SpriteBase3D the 3D sprite appearance, GeometryInstance3D the
transparency, and Range the Value. A property-specific method takes precedence
over the generic callback value methods, so on a node with a color property,
TweenColor animates that property. Use Tweens.Color explicitly when you want
callback values.
Units and engine constraints
Section titled “Units and engine constraints”Each group page lists the constraints specific to it. These apply everywhere:
- Rotation, skew, and texture rotation use radians. Camera
Fov, light and emission angles, and radial progress angles use degrees. Ratios use the native property range; positions, sizes, paths, and offsets use the Godot units of each property. - Value types match the native property types.
- Integer properties, such as sprite
FrameandVisibleCharacters, interpolate continuously, round to nearest with ties away from zero, and saturate atInt32limits. Native constraints still apply. - Setting a property doesn’t enable a rendering feature or create a resource. Renderer support and sorting limitations are Godot’s.
- For shader parameters, see shader uniforms.
tweens.gd is made with math & ferrets, copyright © 2026 its contributors.
Godot logo by Andrea Calabró, licensed under CC BY 4.0.
"Easy, the Ferret" illustrations drawn by foxy_maria.
tweens.gd is released under the MIT License.
Godot is licensed under the MIT License.
tweens.gd is not affiliated with or endorsed by the Godot Foundation.