In the course “Godot 4 C# Action Adventure: Build your own 2.5D RPG” the instructor tells you to make a Sprite3D and an AnimationPlayer, then use the AnimationPlayer to change the texture of the sprite. This involves setting a key frame for each frame of each animation and setting the texture to the appropriate image for that frame. It’s a lot of manual stuff.
I was able to achieve the same thing (I think!) in seconds with an AnimatedSprite3D, which automatically detected and associated the frames. Is this just a case of the course doing it the “old” way, or is there a technical reason you wouldn’t want to use the AnimatedSprite3D?