SceneGameData(bpy_struct)

base class — bpy_struct

class bpy.types.SceneGameData(bpy_struct)

Game data for a Scene datablock

activity_culling_box_radius

Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled

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

Displays bit depth of full screen display

Type :int in [8, 32], default 0
dome_angle

Field of View of the Dome - it only works in mode Fisheye and Truncated

Type :int in [-32768, 32767], default 0
dome_buffer_resolution

Buffer Resolution - decrease it to increase speed

Type :float in [-inf, inf], default 0.0
dome_mode

Dome physical configurations

Type :enum in [‘FISHEYE’, ‘TRUNCATED_FRONT’, ‘TRUNCATED_REAR’, ‘ENVMAP’, ‘PANORAM_SPH’], default ‘FISHEYE’
dome_tesselation

Tessellation level - check the generated mesh in wireframe mode

Type :int in [-32768, 32767], default 0
dome_text

Custom Warp Mesh data file

Type :Text
dome_tilt

Camera rotation in horizontal axis

Type :int in [-32768, 32767], default 0
fps

The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate

Type :int in [1, 250], default 0
frame_color

Set color of the bars

Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
frame_type

Select the type of Framing you want

Type :enum in [‘LETTERBOX’, ‘EXTEND’, ‘SCALE’], default ‘LETTERBOX’
frequency

Displays clock frequency of fullscreen display

Type :int in [4, 2000], default 0
logic_step_max

Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics

Type :int in [1, 5], default 0
material_mode

Material mode to use for rendering

Type :enum in [‘TEXTURE_FACE’, ‘MULTITEXTURE’, ‘GLSL’], default ‘TEXTURE_FACE’
occlusion_culling_resolution

The size of the occlusion buffer in pixel, use higher value for better precision (slower)

Type :float in [128, 1024], default 0.0
physics_engine

Physics engine used for physics simulation in the game engine

Type :enum in [‘NONE’, ‘BULLET’], default ‘NONE’
physics_gravity

Gravitational constant used for physics simulation in the game engine

Type :float in [0, 25], default 0.0
physics_step_max

Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime

Type :int in [1, 5], default 0
physics_step_sub

Sets the number of simulation substep per physic timestep, higher value give better physics precision

Type :int in [1, 5], default 0
resolution_x

Number of horizontal pixels in the screen

Type :int in [4, 10000], default 0
resolution_y

Number of vertical pixels in the screen

Type :int in [4, 10000], default 0
show_debug_properties

Show properties marked for debugging while the game runs

Type :boolean, default False
show_framerate_profile

Show framerate and profiling information while the game runs

Type :boolean, default False
show_fullscreen

Starts player in a new fullscreen display

Type :boolean, default False
show_physics_visualization

Show a visualization of physics bounds and interactions

Type :boolean, default False
stereo
Type :enum in [‘NONE’, ‘STEREO’, ‘DOME’], default ‘NONE’
stereo_eye_separation

Set the distance between the eyes - the camera focal length/30 should be fine

Type :float in [0.01, 5], default 0.0
stereo_mode

Stereographic techniques

Type :enum in [‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’], default ‘QUADBUFFERED’
use_activity_culling

Activity culling is enabled

Type :boolean, default False
use_animation_record

Record animation to fcurves

Type :boolean, default False
use_auto_start

Automatically start game at load time

Type :boolean, default False
use_deprecation_warnings

Print warnings when using deprecated features in the python API

Type :boolean, default False
use_display_lists

Use display lists to speed up rendering by keeping geometry on the GPU

Type :boolean, default False
use_frame_rate

Respect the frame rate rather than rendering as many frames as possible

Type :boolean, default False
use_glsl_extra_textures

Use extra textures like normal or specular maps for GLSL rendering

Type :boolean, default False
use_glsl_lights

Use lights for GLSL rendering

Type :boolean, default False
use_glsl_nodes

Use nodes for GLSL rendering

Type :boolean, default False
use_glsl_ramps

Use ramps for GLSL rendering

Type :boolean, default False
use_glsl_shaders

Use shaders for GLSL rendering

Type :boolean, default False
use_glsl_shadows

Use shadows for GLSL rendering

Type :boolean, default False
use_occlusion_culling

Use optimized Bullet DBVT tree for view frustum and occlusion culling

Type :boolean, default False

Inherited Properties

Inherited Functions

References

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