in my "ChapterOne" scene, the animation "camera_animation" is played, after the end of the animation, the script "player.gd" should attach to the "Player object". how to implement it?
ways:
res://Animations/camera_animation.tres - animation
res://Scripts/player.gd - the path to the player's script
res://Scenes/Player.tscn - player scene
res://Scenes/ChapterOne.tscn - the scene where everything should happen
I've been suffering for half a day, please help me.

    DaveTheCoder in the animation, I called a method from "Player" called "set_script()"
    on the right, you can see that I added the value "player.gd"
    explained how he could

    I can't tell whether you're doing it correctly from a picture. Just follow the documentation.

      If it's a call method track then I think you should be calling an actual method not just a script. You'd create a method in the script that would in turn call the set_script() with relevant parameters on the relevant node. Without actually testing it over here and off the top of my head at least.

      nevermind, looking at the docs I think you are doing it right enough. Perhaps the type is an issue or something like that. Whats the warning/error at the bottom in the yellow tab there?

        Megalomaniak there's a warning in the player's script, nothing like
        that, everything works

        metr1x Sure. What we'll need to know is how were you checking it 🙂

        metr1x

        I had some trouble getting custom scripts attached to my root scene. Maybe this will be of help - this is how I do it:

        	var script_manager_scene = load("res://scenes/rootScene/ScriptManager.tscn")
        	script_manager = script_manager_scene.instance()
        	add_child(script_manager)
        	var new_script = GDScript.new()
        	new_script.source_code = custom_script_text # this is your custom script
        	new_script.reload()
        	script_manager.set_script(new_script)
        	script_manager.set_process(true)

        Note the line 'new_script.reload()'. I think I found in my initial attempts if I had this in the wrong place and it broke the setup.

        Also I set this up on the first process tick of my scene. It probably works just fine in _ready but I needed to do this for other reasons.

        For debugging make sure you've got the script working when hard coded (placed normally in Godot) before attempting the dynamic load.