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"?.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
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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: 2Verified 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.
Related
- Sprite in Godot 4: it is Sprite2D now
- StreamTexture in Godot 4: it is CompressedTexture2D now
- Every verified Godot 4 answer
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- RayCast in Godot 4: it is RayCast3D now
- Cannot get return value of call to "…()" because it returns "void" in Godot 4
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