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)
collision_bounds_type

Select the collision type

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 8 items, default (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 0.0
collision_mask

The groups this object can collide with

Type :boolean array of 8 items, default (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 0.0
fall_speed

Maximum speed at which the character will fall

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

Form factor scales the inertia tensor

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

Upward velocity applied to the character when jumping (with the Motion actuator)

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

Radius of object representation in obstacle simulation

Type :float in [0, 1000], default 0.0
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.
  • OCCLUDE Occlude, 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’, ‘OCCLUDE’, ‘SENSOR’, ‘NAVMESH’, ‘CHARACTER’], default ‘NO_COLLISION’
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 0.0
rotation_damping

General rotation damping

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

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

Clamp velocity to this minimum speed (except when totally still)

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

Inherited Properties

Inherited Functions

References

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