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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Angular velocity that an object must be below before the deactivation timer can start
Type : | float in [0.001, 10000], default 0.0 |
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Linear velocity that an object must be below before the deactivation timer can start
Type : | float in [0.001, 10000], default 0.0 |
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Amount of time (in seconds) after which objects with a velocity less than the given threshold will deactivate (0.0 means no deactivation)
Type : | float in [0, 60], 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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The key that exits the Game Engine
Type : | enum in [‘NONE’, ‘LEFTMOUSE’, ‘MIDDLEMOUSE’, ‘RIGHTMOUSE’, ‘BUTTON4MOUSE’, ‘BUTTON5MOUSE’, ‘ACTIONMOUSE’, ‘SELECTMOUSE’, ‘MOUSEMOVE’, ‘INBETWEEN_MOUSEMOVE’, ‘TRACKPADPAN’, ‘TRACKPADZOOM’, ‘MOUSEROTATE’, ‘WHEELUPMOUSE’, ‘WHEELDOWNMOUSE’, ‘WHEELINMOUSE’, ‘WHEELOUTMOUSE’, ‘EVT_TWEAK_L’, ‘EVT_TWEAK_M’, ‘EVT_TWEAK_R’, ‘EVT_TWEAK_A’, ‘EVT_TWEAK_S’, ‘A’, ‘B’, ‘C’, ‘D’, ‘E’, ‘F’, ‘G’, ‘H’, ‘I’, ‘J’, ‘K’, ‘L’, ‘M’, ‘N’, ‘O’, ‘P’, ‘Q’, ‘R’, ‘S’, ‘T’, ‘U’, ‘V’, ‘W’, ‘X’, ‘Y’, ‘Z’, ‘ZERO’, ‘ONE’, ‘TWO’, ‘THREE’, ‘FOUR’, ‘FIVE’, ‘SIX’, ‘SEVEN’, ‘EIGHT’, ‘NINE’, ‘LEFT_CTRL’, ‘LEFT_ALT’, ‘LEFT_SHIFT’, ‘RIGHT_ALT’, ‘RIGHT_CTRL’, ‘RIGHT_SHIFT’, ‘OSKEY’, ‘GRLESS’, ‘ESC’, ‘TAB’, ‘RET’, ‘SPACE’, ‘LINE_FEED’, ‘BACK_SPACE’, ‘DEL’, ‘SEMI_COLON’, ‘PERIOD’, ‘COMMA’, ‘QUOTE’, ‘ACCENT_GRAVE’, ‘MINUS’, ‘SLASH’, ‘BACK_SLASH’, ‘EQUAL’, ‘LEFT_BRACKET’, ‘RIGHT_BRACKET’, ‘LEFT_ARROW’, ‘DOWN_ARROW’, ‘RIGHT_ARROW’, ‘UP_ARROW’, ‘NUMPAD_2’, ‘NUMPAD_4’, ‘NUMPAD_6’, ‘NUMPAD_8’, ‘NUMPAD_1’, ‘NUMPAD_3’, ‘NUMPAD_5’, ‘NUMPAD_7’, ‘NUMPAD_9’, ‘NUMPAD_PERIOD’, ‘NUMPAD_SLASH’, ‘NUMPAD_ASTERIX’, ‘NUMPAD_0’, ‘NUMPAD_MINUS’, ‘NUMPAD_ENTER’, ‘NUMPAD_PLUS’, ‘F1’, ‘F2’, ‘F3’, ‘F4’, ‘F5’, ‘F6’, ‘F7’, ‘F8’, ‘F9’, ‘F10’, ‘F11’, ‘F12’, ‘F13’, ‘F14’, ‘F15’, ‘F16’, ‘F17’, ‘F18’, ‘F19’, ‘PAUSE’, ‘INSERT’, ‘HOME’, ‘PAGE_UP’, ‘PAGE_DOWN’, ‘END’, ‘MEDIA_PLAY’, ‘MEDIA_STOP’, ‘MEDIA_FIRST’, ‘MEDIA_LAST’, ‘WINDOW_DEACTIVATE’, ‘TIMER’, ‘TIMER0’, ‘TIMER1’, ‘TIMER2’, ‘TIMER_JOBS’, ‘TIMER_AUTOSAVE’, ‘TIMER_REPORT’, ‘NDOF_MOTION’, ‘NDOF_BUTTON_MENU’, ‘NDOF_BUTTON_FIT’, ‘NDOF_BUTTON_TOP’, ‘NDOF_BUTTON_BOTTOM’, ‘NDOF_BUTTON_LEFT’, ‘NDOF_BUTTON_RIGHT’, ‘NDOF_BUTTON_FRONT’, ‘NDOF_BUTTON_BACK’, ‘NDOF_BUTTON_ISO1’, ‘NDOF_BUTTON_ISO2’, ‘NDOF_BUTTON_ROLL_CW’, ‘NDOF_BUTTON_ROLL_CCW’, ‘NDOF_BUTTON_SPIN_CW’, ‘NDOF_BUTTON_SPIN_CCW’, ‘NDOF_BUTTON_TILT_CW’, ‘NDOF_BUTTON_TILT_CCW’, ‘NDOF_BUTTON_ROTATE’, ‘NDOF_BUTTON_PANZOOM’, ‘NDOF_BUTTON_DOMINANT’, ‘NDOF_BUTTON_PLUS’, ‘NDOF_BUTTON_MINUS’, ‘NDOF_BUTTON_ESC’, ‘NDOF_BUTTON_ALT’, ‘NDOF_BUTTON_SHIFT’, ‘NDOF_BUTTON_CTRL’, ‘NDOF_BUTTON_1’, ‘NDOF_BUTTON_2’, ‘NDOF_BUTTON_3’, ‘NDOF_BUTTON_4’, ‘NDOF_BUTTON_5’, ‘NDOF_BUTTON_6’, ‘NDOF_BUTTON_7’, ‘NDOF_BUTTON_8’, ‘NDOF_BUTTON_9’, ‘NDOF_BUTTON_10’, ‘NDOF_BUTTON_A’, ‘NDOF_BUTTON_B’, ‘NDOF_BUTTON_C’], default ‘NONE’ |
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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, 50], default 0 |
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Set the storage mode used by the rasterizer
Type : | enum in [‘AUTO’, ‘IMMEDIATE’, ‘VERTEX_ARRAY’], default ‘AUTO’ |
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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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The number of AA Samples to use for MSAA
Type : | enum in [‘SAMPLES_0’, ‘SAMPLES_2’, ‘SAMPLES_4’, ‘SAMPLES_8’, ‘SAMPLES_16’], default ‘SAMPLES_0’ |
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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 distance/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 the current desktop resolution in fullscreen mode
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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Cache materials in the converter (this is faster, but can cause problems with older Singletexture and Multitexture games
Type : | boolean, default False |
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Use optimized Bullet DBVT tree for view frustum and occlusion culling (more efficient, but it can waste unnecessary CPU if the scene doesn’t have occluder objects)
Type : | boolean, default False |
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Inherited Properties
Inherited Functions
References