Charios
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Export to Godot

.tscn with a Sprite2D per layer + AnimationPlayer that autoplays your idle. Drop it anywhere in your Godot project.

Godot 4 scene file (.tscn) — plain text — with one Sprite2D per layer and an AnimationPlayer that autoplays your active clip. Drop the folder anywhere in your Godot project and it just works.

What's in the zip

folder<Project>/
├─ Sprites/
│   └─ <layer>.png       (one per visible layer)
├─ <Project>.tscn        (Node2D root, per-layer Sprite2D children, AnimationPlayer)
└─ README.txt

Importing

  1. Unzip into any folder inside your Godot project's res://.
  2. Open Godot. The .tscn shows up in your FileSystem panel.
  3. Drag the .tscn into a scene, or instance it from code with preload("...").instantiate().
  4. The character appears in T-pose; press Play and AnimationPlayer autoplays the idle.

Layer order = z_index

Each Sprite2D gets z_index = layerIndex matching the editor's layer order. The 2D draw order survives import. Same logic as Unity's Sorting Order.

Axis convention

Pixi y-down matches Godot y-down so coordinates pass straight through — no axis flip needed. (Unity is y-up, which the Unity exporter handles by negating Y; Godot users get a more direct round-trip.)

AnimationPlayer

The exporter creates an AnimationLibrary with one Animation called idle. Tracks target each Sprite2D's :position and :rotation; keys are sampled at 24 fps over the clip's cycle. loop_mode = 1 makes it loop.

Adding more animations

Re-export from Charios with a different active clip and copy the new Animation resource into your existing AnimationLibrary. Or use AnimationTree to set up state-machine playback with crossfades — Godot's AnimationTree is more capable than Unity's Animator and worth learning if you're shipping multiple animations.

Self-contained .tscn

The .tscn is plain text with all sub-resources inlined. No additional .import setup required. Move the folder to a different Godot project and every reference resolves locally.

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