base class — bpy_struct
Game data for a Scene datablock
Radius of the activity bubble, in Manhattan length (objects outside the box are activity-culled)
Type : | float in [0, 1000], default 0.0 |
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Display bit depth of full screen display
Type : | int in [8, 32], default 0 |
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Field of View of the Dome - it only works in mode Fisheye and Truncated
Type : | int in [-32768, 32767], default 0 |
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Buffer Resolution - decrease it to increase speed
Type : | float in [-inf, inf], default 0.0 |
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Dome physical configurations
Type : | enum in [‘FISHEYE’, ‘TRUNCATED_FRONT’, ‘TRUNCATED_REAR’, ‘ENVMAP’, ‘PANORAM_SPH’], default ‘FISHEYE’ |
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Tessellation level - check the generated mesh in wireframe mode
Type : | int in [-32768, 32767], default 0 |
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Camera rotation in horizontal axis
Type : | int in [-32768, 32767], default 0 |
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Nominal number of game frames per second (physics fixed timestep = 1/fps, independently of actual frame rate)
Type : | int in [1, 250], default 0 |
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Set color of the bars
Type : | float array of 3 items in [0, 1], default (0.0, 0.0, 0.0) |
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Select the type of Framing you want
Type : | enum in [‘LETTERBOX’, ‘EXTEND’, ‘SCALE’], default ‘LETTERBOX’ |
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Display clock frequency of fullscreen display
Type : | int in [4, 2000], default 0 |
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Max difference in heights of obstacles to enable their interaction
Type : | float in [0, 200], default 0.0 |
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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 |
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Material mode to use for rendering
Type : | enum in [‘SINGLETEXTURE’, ‘MULTITEXTURE’, ‘GLSL’], default ‘SINGLETEXTURE’ |
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Simulation used for obstacle avoidance in the game engine
Type : | enum in [‘NONE’, ‘RVO_RAYS’, ‘RVO_CELLS’], default ‘NONE’ |
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Size of the occlusion buffer in pixel, use higher value for better precision (slower)
Type : | int in [128, 1024], default 0 |
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Physics engine used for physics simulation in the game engine
Type : | enum in [‘NONE’, ‘BULLET’], default ‘NONE’ |
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Gravitational constant used for physics simulation in the game engine
Type : | float in [0, 10000], default 0.0 |
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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 |
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Number of simulation substep per physic timestep, higher value give better physics precision
Type : | int in [1, 5], default 0 |
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Type : | SceneGameRecastData, (readonly, never None) |
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Number of horizontal pixels in the screen
Type : | int in [4, 10000], default 0 |
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Number of vertical pixels in the screen
Type : | int in [4, 10000], default 0 |
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Restrict the number of animation updates to the animation FPS (this is better for performance, but can cause issues with smooth playback)
Type : | boolean, default False |
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Show properties marked for debugging while the game runs
Type : | boolean, default False |
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Show framerate and profiling information while the game runs
Type : | boolean, default False |
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Start player in a new fullscreen display
Type : | boolean, default False |
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Start player with a visible mouse cursor
Type : | boolean, default False |
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Enable debug visualization for obstacle simulation
Type : | boolean, default False |
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Show a visualization of physics bounds and interactions
Type : | boolean, default False |
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Type : | enum in [‘NONE’, ‘STEREO’, ‘DOME’], default ‘NONE’ |
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Set the distance between the eyes - the camera focal length/30 should be fine
Type : | float in [0.01, 5], default 0.0 |
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Stereographic techniques
Type : | enum in [‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’], default ‘QUADBUFFERED’ |
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Activity culling is enabled
Type : | boolean, default False |
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Record animation to F-Curves
Type : | boolean, default False |
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Automatically start game at load time
Type : | boolean, default False |
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Print warnings when using deprecated features in the python API
Type : | boolean, default False |
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Use display lists to speed up rendering by keeping geometry on the GPU
Type : | boolean, default False |
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Respect the frame rate rather than rendering as many frames as possible
Type : | boolean, default False |
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Use color management for GLSL rendering
Type : | boolean, default False |
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Use extra textures like normal or specular maps for GLSL rendering
Type : | boolean, default False |
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Use lights for GLSL rendering
Type : | boolean, default False |
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Use nodes for GLSL rendering
Type : | boolean, default False |
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Use ramps for GLSL rendering
Type : | boolean, default False |
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Use shaders for GLSL rendering
Type : | boolean, default False |
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Use shadows for GLSL rendering
Type : | boolean, default False |
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Use optimized Bullet DBVT tree for view frustum and occlusion culling
Type : | boolean, default False |
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Inherited Properties
Inherited Functions
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References