# GameObjectSettings(bpy_struct)

base class — `bpy_struct`

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

  Game engine related settings for the object

  `actuators`

    Game engine actuators to act on events

    Type: | `bpy_prop_collection` of `Actuator`, (readonly)

  `angular_velocity_max`

    Clamp angular velocity to this maximum speed, in angle per second

    Type: | float in [0, 1000], default 0.0

  `angular_velocity_min`

    Clamp angular velocity to this minimum speed (except when totally still), in angle per second

    Type: | float in [0, 1000], default 0.0

  `collision_bounds_type`

    Select the collision shape that better fits the object

    Type: | enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘TRIANGLE_MESH’, ‘CAPSULE’], default ‘BOX’

  `collision_group`

    The collision group of the object

    Type: | boolean array of 16 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `collision_margin`

    Extra margin around object for collision detection, small amount required for stability

    Type: | float in [0, 1], default 0.04

  `collision_mask`

    The groups this object can collide with

    Type: | boolean array of 16 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `controllers`

    Game engine controllers to process events, connecting sensors to actuators

    Type: | `bpy_prop_collection` of `Controller`, (readonly)

  `damping`

    General movement damping

    Type: | float in [0, 1], default 0.04

  `fall_speed`

    Maximum speed at which the character will fall

    Type: | float in [0, 1000], default 55.0

  `form_factor`

    Form factor scales the inertia tensor

    Type: | float in [0, 1], default 0.4

  `friction_coefficients`

    Relative friction coefficients in the in the X, Y and Z directions, when anisotropic friction is enabled

    Type: | float array of 3 items in [0, 1], default (0.0, 0.0, 0.0)

  `jump_max`

    The maximum number of jumps the character can make before it hits the ground

    Type: | int in [1, 255], default 1

  `jump_speed`

    Upward velocity applied to the character when jumping

    Type: | float in [0, 1000], default 10.0

  `lock_location_x`

    Disable simulation of linear motion along the X axis

    Type: | boolean, default False

  `lock_location_y`

    Disable simulation of linear motion along the Y axis

    Type: | boolean, default False

  `lock_location_z`

    Disable simulation of linear motion along the Z axis

    Type: | boolean, default False

  `lock_rotation_x`

    Disable simulation of angular motion along the X axis

    Type: | boolean, default False

  `lock_rotation_y`

    Disable simulation of angular motion along the Y axis

    Type: | boolean, default False

  `lock_rotation_z`

    Disable simulation of angular motion along the Z axis

    Type: | boolean, default False

  `mass`

    Mass of the object

    Type: | float in [0.01, 10000], default 1.0

  `obstacle_radius`

    Radius of object representation in obstacle simulation

    Type: | float in [0, 1000], default 1.0

  `physics_type`

    Select the type of physical representation

    - `NO_COLLISION` No Collision, Disable collision for this object.
    - `STATIC` Static, Stationary object.
    - `DYNAMIC` Dynamic, Linear physics.
    - `RIGID_BODY` Rigid Body, Linear and angular physics.
    - `SOFT_BODY` Soft Body, Soft body.
    - `OCCLUDER` Occluder, Occluder for optimizing scene rendering.
    - `SENSOR` Sensor, Collision Sensor, detects static and dynamic objects but not the other collision sensor objects.
    - `NAVMESH` Navigation Mesh, Navigation mesh.
    - `CHARACTER` Character, Simple kinematic physics appropriate for game characters.

    Type: | enum in [‘NO_COLLISION’, ‘STATIC’, ‘DYNAMIC’, ‘RIGID_BODY’, ‘SOFT_BODY’, ‘OCCLUDER’, ‘SENSOR’, ‘NAVMESH’, ‘CHARACTER’], default ‘STATIC’

  `properties`

    Game engine properties

    Type: | `bpy_prop_collection` of `GameProperty`, (readonly)

  `radius`

    Radius of bounding sphere and material physics

    Type: | float in [0.01, inf], default 1.0

  `rotation_damping`

    General rotation damping

    Type: | float in [0, 1], default 0.1

  `sensors`

    Game engine sensor to detect events

    Type: | `bpy_prop_collection` of `Sensor`, (readonly)

  `show_actuators`

    Shows actuators for this object in the user interface

    Type: | boolean, default False

  `show_controllers`

    Shows controllers for this object in the user interface

    Type: | boolean, default False

  `show_debug_state`

    Print state debug info in the game engine

    Type: | boolean, default False

  `show_sensors`

    Shows sensors for this object in the user interface

    Type: | boolean, default False

  `show_state_panel`

    Show state panel

    Type: | boolean, default False

  `soft_body`

    Settings for Bullet soft body simulation

    Type: | `GameSoftBodySettings`, (readonly)

  `states_initial`

    Initial state when the game starts

    Type: | boolean array of 30 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `states_visible`

    State determining which controllers are displayed

    Type: | boolean array of 30 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `step_height`

    Maximum height of steps the character can run over

    Type: | float in [0.01, 1], default 0.15

  `use_activity_culling`

    Disable simulation of angular motion along the Z axis

    Type: | boolean, default False

  `use_actor`

    Object is detected by the Near and Radar sensor

    Type: | boolean, default False

  `use_all_states`

    Set all state bits

    Type: | boolean, default False

  `use_anisotropic_friction`

    Enable anisotropic friction

    Type: | boolean, default False

  `use_collision_bounds`

    Specify a collision bounds type other than the default

    Type: | boolean, default False

  `use_collision_compound`

    Add children to form a compound collision object

    Type: | boolean, default False

  `use_ghost`

    Object does not react to collisions, like a ghost

    Type: | boolean, default False

  `use_material_physics_fh`

    React to force field physics settings in materials

    Type: | boolean, default False

  `use_obstacle_create`

    Create representation for obstacle simulation

    Type: | boolean, default False

  `use_record_animation`

    Record animation objects without physics

    Type: | boolean, default False

  `use_rotate_from_normal`

    Use face normal to rotate object, so that it points away from the surface

    Type: | boolean, default False

  `use_sleep`

    Disable auto (de)activation in physics simulation

    Type: | boolean, default False

  `used_states`

    States which are being used by controllers

    Type: | boolean array of 30 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False), (readonly)

  `velocity_max`

    Clamp velocity to this maximum speed, in distance per second

    Type: | float in [0, 1000], default 0.0

  `velocity_min`

    Clamp velocity to this minimum speed (except when totally still), in distance per second

    Type: | float in [0, 1000], 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

`Object.game` |