This develop branch is a work-in-progress version.
The stable version can be obtained from the main branch or from Releases.
Note: The APIs and workflows described here are still under active development and may change without notice. No warranty or support is provided for this branch, and we cannot respond to feature requests or bug reports. A migration guide for v1.x users will be provided as a separate document.
A high-performance plugin for playing back animations created with OPTPiX SpriteStudio 7 inside Godot Engine. This plugin allows you to easily implement and play back raster-based 2D animations within your Godot projects.
Comprehensive documentation is available in the docs/ folder:
We provide two Quick Starts: one for quickly checking the operation using a sample project, and another for setting up your own project.
- Get Godot Engine: Download a 4.6-series editor from the official site.
- Download GDExtension: Get the latest package from Releases and extract it.
- Prepare Sample: Copy the extracted
addonsfolder into theexamples/Ringofolder of this repository. - Check: Open the
examples/Ringoproject in Godot Engine and openRingo.tscnto immediately see the animation working.
- Install: Copy the
addonsfolder into your Godot project root. - Import: Drag & drop your
.sspjonto the Godot editor to convert it to.ssab. - Play: Add a
SpriteStudioPlayer2Dnode and assign the.ssabto itsSSAB Resourceproperty.
For more details, see the Installation Guide.
The following diagram shows the data flow from SpriteStudio source assets to Godot runtime.
graph LR
SS[" .sspj / Images<br>(Source Assets) "]
subgraph Godot ["Godot Project (res://)"]
DOCK[[" SS Import Dock "]]
BIN[" Generated .ssab "]
NODE[[ SpriteStudioPlayer2D ]]
end
SS -- "Drag & Drop" --> DOCK
DOCK -. "Auto-generate" .-> BIN
BIN -- "Assign in Inspector" --> NODE
NODE -- "Play" --> RENDER{{" Screen "}}
classDef generated stroke-dasharray: 5 5;
class BIN generated;
- Source Assets: Animations are authored in SpriteStudio 7, producing
.sspj(Project),.ssae(Animation), and.ssce(CellMap) files along with textures. - Conversion: To ensure high performance in Godot, source assets are converted into optimized binary formats (
.ssab/.ssqb) using the SS Import Dock (built-in) or ssconverter-cli. - Godot Runtime: The generated binaries are loaded as
SSABResourceand played back via theSpriteStudioPlayer2Dnode, which utilizeslibssruntimefor efficient rendering.
Sample projects based on SDK test projects are available under the examples folder.
- allAttributeV7 — Functional test for all attributes
- allPartsV7 — Functional test for all part types
- overall — Comprehensive functional test
- overall_gdextension — Comprehensive test for GDExtension
- ParticleEffect — Test for effect features
- Ringo — Test for Ringo
- dev_module — Development project for Module version
- dev_gdextension — Development project for GDExtension version
- SpriteStudio7-SDK — The SDK itself, providing
libssruntime/libssconverter
See LICENSE.txt.