AnimatedSprite in Godot 4: it is AnimatedSprite2D now

By Eduardo Orellana · Updated

AnimatedSprite is called AnimatedSprite2D in Godot 4, and its frames property is sprite_frames. In a Godot 4 project, AnimatedSprite.new() fails to parse with Identifier "AnimatedSprite" not declared in the current scope. Did you mean to use "AnimatedSprite2D"?.

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What Godot is checking

GDScript resolves every name when the script loads. AnimatedSprite is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries AnimatedSprite to AnimatedSprite2D. The SpriteFrames resource it plays is assigned through sprite_frames, and play() takes the animation's name as its first argument.

Reproduce it

A Godot 3 script that creates a AnimatedSprite in code, in a Godot 4 project.

extends Node

func _ready():
	var anim = AnimatedSprite.new()
	print(anim)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "AnimatedSprite" not declared in the current scope. Did you mean to use "AnimatedSprite2D"?
   at: GDScript::reload (res://answers/animatedsprite-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/animatedsprite-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

Build a SpriteFrames with a walk animation, assign it with sprite_frames, and play it.

extends Node

func _ready() -> void:
	var frames := SpriteFrames.new()
	frames.add_animation("walk")
	frames.add_frame("walk", PlaceholderTexture2D.new())
	frames.add_frame("walk", PlaceholderTexture2D.new())
	var anim := AnimatedSprite2D.new()
	anim.sprite_frames = frames
	add_child(anim)
	anim.play("walk")
	print(anim.animation, " playing: ", anim.is_playing(), ", frames: ", frames.get_frame_count("walk"))

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

walk playing: true, frames: 2

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1480, AnimatedSprite to AnimatedSprite2D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1480), [AnimatedSprite2D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/AnimatedSprite2D.xml).

Questions

How do I know when the animation ends?
Connect animation_finished, which fires for an animation that does not loop.
Is there a 3D version?
AnimatedSprite3D plays the same SpriteFrames on a quad in 3D.