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
deactivation_angular_threshold

Angular velocity that an object must be below before the deactivation timer can start

Type :float in [0.001, 10000], default 0.0
deactivation_linear_threshold

Linear velocity that an object must be below before the deactivation timer can start

Type :float in [0.001, 10000], default 0.0
deactivation_time

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
depth

Display 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_tessellation

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
exit_key

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’, ‘TEXTINPUT’, ‘WINDOW_DEACTIVATE’, ‘TIMER’, ‘TIMER0’, ‘TIMER1’, ‘TIMER2’, ‘TIMER_JOBS’, ‘TIMER_AUTOSAVE’, ‘TIMER_REPORT’, ‘TIMERREGION’, ‘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’
fps

Nominal number of game frames per second (physics fixed timestep = 1/fps, independently of actual frame rate)

Type :int in [1, 10000], default 0
frame_color

Set color of the bars

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

Select the type of Framing you want

  • LETTERBOX Letterbox, Show the entire viewport in the display window, using bar horizontally or vertically.
  • EXTEND Extend, Show the entire viewport in the display window, viewing more horizontally or vertically.
  • SCALE Scale, Stretch or squeeze the viewport to fill the display window.
Type :enum in [‘LETTERBOX’, ‘EXTEND’, ‘SCALE’], default ‘LETTERBOX’
frequency

Display clock frequency of fullscreen display

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

Max difference in heights of obstacles to enable their interaction

Type :float in [0, 200], default 0.0
logic_step_max

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

  • MULTITEXTURE Multitexture, Multitexture materials.
  • GLSL GLSL, OpenGL shading language shaders.
Type :enum in [‘MULTITEXTURE’, ‘GLSL’], default ‘MULTITEXTURE’
obstacle_simulation

Simulation used for obstacle avoidance in the game engine

Type :enum in [‘NONE’, ‘RVO_RAYS’, ‘RVO_CELLS’], default ‘NONE’
occlusion_culling_resolution

Size of the occlusion buffer, use higher value for better precision (slower)

Type :int in [128, 1024], default 0
physics_engine

Physics engine used for physics simulation in the game engine

  • NONE None, Don’t use a physics engine.
  • BULLET Bullet, Use the Bullet physics engine.
Type :enum in [‘NONE’, ‘BULLET’], default ‘NONE’
physics_gravity

Gravitational constant used for physics simulation in the game engine

Type :float in [0, 10000], default 0.0
physics_step_max

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

Number of simulation substep per physic timestep, higher value give better physics precision

Type :int in [1, 50], default 0
raster_storage

Set the storage mode used by the rasterizer

  • AUTO Auto Select, Choose the best supported mode.
  • IMMEDIATE Immediate Mode, Slowest performance, requires OpenGL (any version).
  • VERTEX_ARRAY Vertex Arrays, Better performance, requires at least OpenGL 1.1.
Type :enum in [‘AUTO’, ‘IMMEDIATE’, ‘VERTEX_ARRAY’], default ‘AUTO’
recast_data
Type :SceneGameRecastData, (readonly, never None)
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
samples

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’
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

Start player in a new fullscreen display

Type :boolean, default False
show_mouse

Start player with a visible mouse cursor

Type :boolean, default False
show_obstacle_simulation

Enable debug visualization for obstacle simulation

Type :boolean, default False
show_physics_visualization

Show a visualization of physics bounds and interactions

Type :boolean, default False
stereo
  • NONE None, Disable Stereo and Dome environments.
  • STEREO Stereo, Enable Stereo environment.
  • DOME Dome, Enable Dome environment.
Type :enum in [‘NONE’, ‘STEREO’, ‘DOME’], default ‘NONE’
stereo_eye_separation

Set the distance between the eyes - the camera focal distance/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’, ‘3DTVTOPBOTTOM’], default ‘QUADBUFFERED’
use_activity_culling

Activity culling is enabled

Type :boolean, default False
use_animation_record

Record animation to F-Curves

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_desktop

Use the current desktop resolution in fullscreen mode

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 from the Physics panel in the world properties rather than rendering as many frames as possible

Type :boolean, default False
use_glsl_color_management

Use color management for GLSL rendering

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_material_caching

Cache materials in the converter (this is faster, but can cause problems with older Singletexture and Multitexture games)

Type :boolean, default False
use_occlusion_culling

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
use_restrict_animation_updates

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
vsync

Change vsync settings

  • OFF Off, Disable vsync.
  • ON On, Enable vsync.
  • ADAPTIVE Adaptive, Enable adaptive vsync (if supported).
Type :enum in [‘OFF’, ‘ON’, ‘ADAPTIVE’], default ‘ON’

Inherited Properties

Inherited Functions

References

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