SceneGameData(bpy_struct)

base class — bpy_struct

class bpy.types.SceneGameData(bpy_struct)

Game data for a Scene data-block

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 1.0
deactivation_linear_threshold

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

Type:float in [0.001, 10000], default 0.8
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 32
dome_angle

Field of View of the Dome - it only works in mode Fisheye and Truncated

Type:int in [-32768, 32767], default 180
dome_buffer_resolution

Buffer Resolution - decrease it to increase speed

Type:float in [-inf, inf], default 1.0
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 4
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

  • NONE .
  • LEFTMOUSE Left Mouse, LMB.
  • MIDDLEMOUSE Middle Mouse, MMB.
  • RIGHTMOUSE Right Mouse, RMB.
  • BUTTON4MOUSE Button4 Mouse, MB4.
  • BUTTON5MOUSE Button5 Mouse, MB5.
  • BUTTON6MOUSE Button6 Mouse, MB6.
  • BUTTON7MOUSE Button7 Mouse, MB7.
  • ACTIONMOUSE Action Mouse, MBA.
  • SELECTMOUSE Select Mouse, MBS.
  • PEN Pen.
  • ERASER Eraser.
  • MOUSEMOVE Mouse Move, MsMov.
  • INBETWEEN_MOUSEMOVE In-between Move, MsSubMov.
  • TRACKPADPAN Mouse/Trackpad Pan, MsPan.
  • TRACKPADZOOM Mouse/Trackpad Zoom, MsZoom.
  • MOUSEROTATE Mouse/Trackpad Rotate, MsRot.
  • WHEELUPMOUSE Wheel Up, WhUp.
  • WHEELDOWNMOUSE Wheel Down, WhDown.
  • WHEELINMOUSE Wheel In, WhIn.
  • WHEELOUTMOUSE Wheel Out, WhOut.
  • EVT_TWEAK_L Tweak Left, TwkL.
  • EVT_TWEAK_M Tweak Middle, TwkM.
  • EVT_TWEAK_R Tweak Right, TwkR.
  • EVT_TWEAK_A Tweak Action, TwkA.
  • EVT_TWEAK_S Tweak Select, TwkS.
  • A A.
  • B B.
  • C C.
  • D D.
  • E E.
  • F F.
  • G G.
  • H H.
  • I I.
  • J J.
  • K K.
  • L L.
  • M M.
  • N N.
  • O O.
  • P P.
  • Q Q.
  • R R.
  • S S.
  • T T.
  • U U.
  • V V.
  • W W.
  • X X.
  • Y Y.
  • Z Z.
  • ZERO 0.
  • ONE 1.
  • TWO 2.
  • THREE 3.
  • FOUR 4.
  • FIVE 5.
  • SIX 6.
  • SEVEN 7.
  • EIGHT 8.
  • NINE 9.
  • LEFT_CTRL Left Ctrl, CtrlL.
  • LEFT_ALT Left Alt, AltL.
  • LEFT_SHIFT Left Shift, ShiftL.
  • RIGHT_ALT Right Alt, AltR.
  • RIGHT_CTRL Right Ctrl, CtrlR.
  • RIGHT_SHIFT Right Shift, ShiftR.
  • OSKEY OS Key, Cmd.
  • GRLESS Grless.
  • ESC Esc.
  • TAB Tab.
  • RET Return, Enter.
  • SPACE Spacebar, Space.
  • LINE_FEED Line Feed.
  • BACK_SPACE Back Space, BkSpace.
  • DEL Delete, Del.
  • SEMI_COLON ;.
  • PERIOD ..
  • COMMA ,.
  • QUOTE ”.
  • ACCENT_GRAVE `.
  • MINUS -.
  • SLASH /.
  • BACK_SLASH \.
  • EQUAL =.
  • LEFT_BRACKET [.
  • RIGHT_BRACKET ].
  • LEFT_ARROW Left Arrow, ←.
  • DOWN_ARROW Down Arrow, ↓.
  • RIGHT_ARROW Right Arrow, →.
  • UP_ARROW Up Arrow, ↑.
  • NUMPAD_2 Numpad 2, Pad2.
  • NUMPAD_4 Numpad 4, Pad4.
  • NUMPAD_6 Numpad 6, Pad6.
  • NUMPAD_8 Numpad 8, Pad8.
  • NUMPAD_1 Numpad 1, Pad1.
  • NUMPAD_3 Numpad 3, Pad3.
  • NUMPAD_5 Numpad 5, Pad5.
  • NUMPAD_7 Numpad 7, Pad7.
  • NUMPAD_9 Numpad 9, Pad9.
  • NUMPAD_PERIOD Numpad ., Pad..
  • NUMPAD_SLASH Numpad /, Pad/.
  • NUMPAD_ASTERIX Numpad *, Pad*.
  • NUMPAD_0 Numpad 0, Pad0.
  • NUMPAD_MINUS Numpad -, Pad-.
  • NUMPAD_ENTER Numpad Enter, PadEnter.
  • NUMPAD_PLUS Numpad +, Pad+.
  • F1 F1.
  • F2 F2.
  • F3 F3.
  • F4 F4.
  • F5 F5.
  • F6 F6.
  • F7 F7.
  • F8 F8.
  • F9 F9.
  • F10 F10.
  • F11 F11.
  • F12 F12.
  • F13 F13.
  • F14 F14.
  • F15 F15.
  • F16 F16.
  • F17 F17.
  • F18 F18.
  • F19 F19.
  • PAUSE Pause.
  • INSERT Insert, Ins.
  • HOME Home.
  • PAGE_UP Page Up, PgUp.
  • PAGE_DOWN Page Down, PgDown.
  • END End.
  • MEDIA_PLAY Media Play/Pause, >/||.
  • MEDIA_STOP Media Stop, Stop.
  • MEDIA_FIRST Media First, |<<.
  • MEDIA_LAST Media Last, >>|.
  • TEXTINPUT Text Input, TxtIn.
  • WINDOW_DEACTIVATE Window Deactivate.
  • TIMER Timer, Tmr.
  • TIMER0 Timer 0, Tmr0.
  • TIMER1 Timer 1, Tmr1.
  • TIMER2 Timer 2, Tmr2.
  • TIMER_JOBS Timer Jobs, TmrJob.
  • TIMER_AUTOSAVE Timer Autosave, TmrSave.
  • TIMER_REPORT Timer Report, TmrReport.
  • TIMERREGION Timer Region, TmrReg.
  • NDOF_MOTION NDOF Motion, NdofMov.
  • NDOF_BUTTON_MENU NDOF Menu, NdofMenu.
  • NDOF_BUTTON_FIT NDOF Fit, NdofFit.
  • NDOF_BUTTON_TOP NDOF Top, Ndof↑.
  • NDOF_BUTTON_BOTTOM NDOF Bottom, Ndof↓.
  • NDOF_BUTTON_LEFT NDOF Left, Ndof←.
  • NDOF_BUTTON_RIGHT NDOF Right, Ndof→.
  • NDOF_BUTTON_FRONT NDOF Front, NdofFront.
  • NDOF_BUTTON_BACK NDOF Back, NdofBack.
  • NDOF_BUTTON_ISO1 NDOF Isometric 1, NdofIso1.
  • NDOF_BUTTON_ISO2 NDOF Isometric 2, NdofIso2.
  • NDOF_BUTTON_ROLL_CW NDOF Roll CW, NdofRCW.
  • NDOF_BUTTON_ROLL_CCW NDOF Roll CCW, NdofRCCW.
  • NDOF_BUTTON_SPIN_CW NDOF Spin CW, NdofSCW.
  • NDOF_BUTTON_SPIN_CCW NDOF Spin CCW, NdofSCCW.
  • NDOF_BUTTON_TILT_CW NDOF Tilt CW, NdofTCW.
  • NDOF_BUTTON_TILT_CCW NDOF Tilt CCW, NdofTCCW.
  • NDOF_BUTTON_ROTATE NDOF Rotate, NdofRot.
  • NDOF_BUTTON_PANZOOM NDOF Pan/Zoom, NdofPanZoom.
  • NDOF_BUTTON_DOMINANT NDOF Dominant, NdofDom.
  • NDOF_BUTTON_PLUS NDOF Plus, Ndof+.
  • NDOF_BUTTON_MINUS NDOF Minus, Ndof-.
  • NDOF_BUTTON_ESC NDOF Esc, NdofEsc.
  • NDOF_BUTTON_ALT NDOF Alt, NdofAlt.
  • NDOF_BUTTON_SHIFT NDOF Shift, NdofShift.
  • NDOF_BUTTON_CTRL NDOF Ctrl, NdofCtrl.
  • NDOF_BUTTON_1 NDOF Button 1, NdofB1.
  • NDOF_BUTTON_2 NDOF Button 2, NdofB2.
  • NDOF_BUTTON_3 NDOF Button 3, NdofB3.
  • NDOF_BUTTON_4 NDOF Button 4, NdofB4.
  • NDOF_BUTTON_5 NDOF Button 5, NdofB5.
  • NDOF_BUTTON_6 NDOF Button 6, NdofB6.
  • NDOF_BUTTON_7 NDOF Button 7, NdofB7.
  • NDOF_BUTTON_8 NDOF Button 8, NdofB8.
  • NDOF_BUTTON_9 NDOF Button 9, NdofB9.
  • NDOF_BUTTON_10 NDOF Button 10, NdofB10.
  • NDOF_BUTTON_A NDOF Button A, NdofBA.
  • NDOF_BUTTON_B NDOF Button B, NdofBB.
  • NDOF_BUTTON_C NDOF Button C, NdofBC.
Type:enum in [‘NONE’, ‘LEFTMOUSE’, ‘MIDDLEMOUSE’, ‘RIGHTMOUSE’, ‘BUTTON4MOUSE’, ‘BUTTON5MOUSE’, ‘BUTTON6MOUSE’, ‘BUTTON7MOUSE’, ‘ACTIONMOUSE’, ‘SELECTMOUSE’, ‘PEN’, ‘ERASER’, ‘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 ‘ESC’
fps

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

Type:int in [1, 10000], default 60
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 60
level_height

Max difference in heights of obstacles to enable their interaction

Type:float in [0, 200], default 2.0
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, 10000], default 5
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 128
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 ‘BULLET’
physics_gravity

Gravitational constant used for physics simulation in the game engine

Type:float in [0, 10000], default 9.8
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 5
physics_step_sub

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

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

Set the storage mode used by the rasterizer

  • AUTO Auto Select, Choose the best supported mode.
  • VERTEX_ARRAY Vertex Arrays, Usually the best choice (good performance with display lists).
  • VERTEX_BUFFER_OBJECT Vertex Buffer Objects, Typically slower than vertex arrays with display lists, requires at least OpenGL 1.4.
Type:enum in [‘AUTO’, ‘VERTEX_ARRAY’, ‘VERTEX_BUFFER_OBJECT’], default ‘AUTO’
recast_data
Type:SceneGameRecastData, (readonly, never None)
resolution_x

Number of horizontal pixels in the screen

Type:int in [4, 10000], default 640
resolution_y

Number of vertical pixels in the screen

Type:int in [4, 10000], default 480
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’
scene_hysteresis_percentage

Minimum distance change required to transition to the previous level of detail

Type:int in [0, 100], default 10
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 0.1
stereo_mode

Stereographic techniques

Type:enum in [‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’, ‘3DTVTOPBOTTOM’], default ‘ANAGLYPH’
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
use_scene_hysteresis

Use LoD Hysteresis setting for the scene

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