# GameSoftBodySettings(bpy_struct)

base class — `bpy_struct`

class `bpy.types.``GameSoftBodySettings`(bpy_struct)

  Soft body simulation settings for an object in the game engine

  `cluster_iterations`

    Number of cluster iterations

    Type: | int in [1, 128], default 0

  `collision_margin`

    Collision margin for soft body. Small value makes the algorithm unstable

    Type: | float in [0.01, 1], default 0.0

  `dynamic_friction`

    Dynamic Friction

    Type: | float in [0, 1], default 0.0

  `linear_stiffness`

    Linear stiffness of the soft body links

    Type: | float in [0, 1], default 0.0

  `location_iterations`

    Position solver iterations

    Type: | int in [0, 10], default 0

  `shape_threshold`

    Shape matching threshold

    Type: | float in [0, 1], default 0.0

  `use_bending_constraints`

    Enable bending constraints

    Type: | boolean, default False

  `use_cluster_rigid_to_softbody`

    Enable cluster collision between soft and rigid body

    Type: | boolean, default False

  `use_cluster_soft_to_softbody`

    Enable cluster collision between soft and soft body

    Type: | boolean, default False

  `use_shape_match`

    Enable soft body shape matching goal

    Type: | boolean, default False

  `weld_threshold`

    Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)

    Type: | float in [0, 0.01], default 0.0

Inherited Properties

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` | `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`GameObjectSettings.soft_body` |