Quick answer: Turn off Loop on the specific animation in the SpriteFrames editor so it ends, or use animation_looped / frame_changed to detect cycles on a looping animation.
You connect to animation_finished to chain logic after a one-shot plays, but the callback never runs. The animation is set to loop, so it never finishes. Disabling the loop, or listening to a different signal, gets your completion event firing.
How to fix it
1. Disable Loop on one-shot animations
In the SpriteFrames editor, select the animation and turn off Loop so it plays once and emits animation_finished at the end.
2. Use animation_looped for looping clips
If the animation must loop, connect animation_looped to react each time it wraps, since animation_finished will never fire for it.
3. Confirm the connection and name
Verify the signal is connected and that you are checking the finished animation's name; reacting to the wrong animation makes a correctly firing signal look broken.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.