SceneGameData(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
SceneGameData
(bpy_struct)¶ Game data for a Scene datablock
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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
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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
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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
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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
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depth
¶ Display bit depth of full screen display
Type: int in [8, 32], default 0
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dome_angle
¶ 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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dome_buffer_resolution
¶ Buffer Resolution - decrease it to increase speed
Type: float in [-inf, inf], default 0.0
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dome_mode
¶ Dome physical configurations
Type: enum in [‘FISHEYE’, ‘TRUNCATED_FRONT’, ‘TRUNCATED_REAR’, ‘ENVMAP’, ‘PANORAM_SPH’], default ‘FISHEYE’
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dome_tessellation
¶ Tessellation level - check the generated mesh in wireframe mode
Type: int in [-32768, 32767], default 0
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dome_tilt
¶ Camera rotation in horizontal axis
Type: int in [-32768, 32767], default 0
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exit_key
¶ The key that exits the Game Engine
Type: enum in [‘NONE’, ‘LEFTMOUSE’, ‘MIDDLEMOUSE’, ‘RIGHTMOUSE’, ‘BUTTON4MOUSE’, ‘BUTTON5MOUSE’, ‘BUTTON6MOUSE’, ‘BUTTON7MOUSE’, ‘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’
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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
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frame_color
¶ 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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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’
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frequency
¶ Display clock frequency of fullscreen display
Type: int in [4, 2000], default 0
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level_height
¶ Max difference in heights of obstacles to enable their interaction
Type: float in [0, 200], default 0.0
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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, 10000], default 0
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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’
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obstacle_simulation
¶ Simulation used for obstacle avoidance in the game engine
Type: enum in [‘NONE’, ‘RVO_RAYS’, ‘RVO_CELLS’], default ‘NONE’
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occlusion_culling_resolution
¶ Size of the occlusion buffer, use higher value for better precision (slower)
Type: int in [128, 1024], default 0
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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’
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physics_gravity
¶ Gravitational constant used for physics simulation in the game engine
Type: float in [0, 10000], default 0.0
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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, 10000], default 0
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physics_step_sub
¶ Number of simulation substep per physic timestep, higher value give better physics precision
Type: int in [1, 50], default 0
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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’
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recast_data
¶ Type: SceneGameRecastData
, (readonly, never None)
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resolution_x
¶ Number of horizontal pixels in the screen
Type: int in [4, 10000], default 0
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resolution_y
¶ Number of vertical pixels in the screen
Type: int in [4, 10000], default 0
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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’
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show_debug_properties
¶ Show properties marked for debugging while the game runs
Type: boolean, default False
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show_framerate_profile
¶ Show framerate and profiling information while the game runs
Type: boolean, default False
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show_fullscreen
¶ Start player in a new fullscreen display
Type: boolean, default False
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show_mouse
¶ Start player with a visible mouse cursor
Type: boolean, default False
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show_obstacle_simulation
¶ Enable debug visualization for obstacle simulation
Type: boolean, default False
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show_physics_visualization
¶ Show a visualization of physics bounds and interactions
Type: boolean, default False
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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’
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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
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stereo_mode
¶ Stereographic techniques
Type: enum in [‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’, ‘3DTVTOPBOTTOM’], default ‘QUADBUFFERED’
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use_activity_culling
¶ Activity culling is enabled
Type: boolean, default False
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use_animation_record
¶ Record animation to F-Curves
Type: boolean, default False
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use_auto_start
¶ Automatically start game at load time
Type: boolean, default False
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use_deprecation_warnings
¶ Print warnings when using deprecated features in the python API
Type: boolean, default False
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use_desktop
¶ Use the current desktop resolution in fullscreen mode
Type: boolean, default False
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use_display_lists
¶ Use display lists to speed up rendering by keeping geometry on the GPU
Type: boolean, default False
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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
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use_glsl_color_management
¶ Use color management for GLSL rendering
Type: boolean, default False
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use_glsl_extra_textures
¶ Use extra textures like normal or specular maps for GLSL rendering
Type: boolean, default False
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use_glsl_lights
¶ Use lights for GLSL rendering
Type: boolean, default False
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use_glsl_nodes
¶ Use nodes for GLSL rendering
Type: boolean, default False
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use_glsl_ramps
¶ Use ramps for GLSL rendering
Type: boolean, default False
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use_glsl_shaders
¶ Use shaders for GLSL rendering
Type: boolean, default False
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use_glsl_shadows
¶ Use shadows for GLSL rendering
Type: boolean, default False
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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
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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
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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
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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’
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Inherited Properties
Inherited Functions
References