Quick answer: Set the method track’s Call Mode to Immediate for ordered, in-frame calls. Deferred batches to end-of-frame and can reorder relative to other logic.

An attack animation has method-track calls: enable_hitbox, then play_sound. With Deferred mode, the sound sometimes plays before the hitbox enables, breaking combo timing.

Call Mode

Each AnimationPlayer method track has a Call Mode:

For ordered gameplay logic, use Immediate.

When Deferred Is Right

Deferred is safer when the called method modifies the scene tree (add/remove nodes). Immediate calls into tree-mutating methods mid-animation-step can cause issues.

For pure logic (enable flags, play sounds), Immediate is fine and deterministic.

Split Concerns

If you need both ordered logic AND tree mutation:

Verifying

Play attack animation. Hitbox enables before sound, every time. Combo timing consistent across frames.

“Immediate = ordered, in-frame. Deferred = batched, end-of-frame. Pick by whether order matters.”

For frame-perfect fighting games, Immediate is mandatory — deferred introduces a 1-frame variance that competitive players will feel.