Animation Library for Game Creator 2 lets you organize reusable animation sets, play entries by tag, randomize states, manage layers, and swap libraries at runtime.Animation Library for Game Creator 2 provides a flexible way to organize and play character animations without filling your visual scripting logic with character-specific conditions.Instead of checking which character is performing an action and manually selecting the correct State or Gesture, you can define a common animation vocabulary using reusable libraries. Your game logic simply asks for an animation by meaning, while each character's library decides which actual animation should be played.For example, your gameplay logic can use a single "walk" instruction for every character. A humanoid character can map "walk" to a human walking animation, while an animal can map the same "walk" tag to its own quadruped movement animation. The instruction remains exactly the same—the active animation library provides the appropriate result.This keeps gameplay logic independent from character-specific animation assets and makes systems much easier to reuse across different characters, creatures, costumes, equipment sets, or animation styles.Animation Library also supports multiple animation variations, random state selection, Animator layers, tag-based lookup, enter and exit Game Creator instructions, and runtime library swapping. This makes it possible to build a centralized animation workflow where your gameplay systems describe what a character should do, rather than needing to know how every individual character should animate it.Reusable Animation Libraries — Organize multiple animation entries inside reusable ScriptableObject libraries.Character-independent animation logic — Keep gameplay instructions separated from the actual animation assets used by each character.Tag-based animation lookup — Request animations using shared, case-insensitive tags such as "walk", without knowing which specific State the character uses.Direct Animation Entry references — Animations can also be triggered using direct AnimationEntry references when tag-based lookup is not required.Multiple animation variations — Each entry can contain multiple StateOverrideAnimator states, with one selected randomly whenever the entry is played.Per-layer animation management — The runtime manager tracks active animations independently by Animator layer.Automatic layer replacement — Starting a new animation on an occupied layer replaces the animation currently active on that layer.Runtime Library Swapping — Replace a character's complete Animation Library at runtime, useful for different characters, equipment sets, forms, costumes, or animation styles.Game Creator 2 Visual Scripting integration — Includes dedicated instructions for playing and stopping animations by reference or tag, plus changing libraries at runtime.Enter and Exit callbacks — Every Animation Entry can execute Game Creator 2 InstructionList actions when it starts and when it stops.Configurable playback — Control delay, weight, playback speed, transition time, and whether the instruction should wait for the animation to exit.Logic-only entries with Layer 0 — Entries assigned to Layer 0 can execute their Enter/Exit instructions without modifying the character Animator state.Centralized character animation setup — Change the animation library instead of rewriting the gameplay logic when using characters with different rigs or animation sets.Code review




