SceneGameData(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
SceneGameData
(bpy_struct)¶ Game data for a Scene data-block
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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 1.0
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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 0.8
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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 32
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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 180
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dome_buffer_resolution
¶ Buffer Resolution - decrease it to increase speed
Type: float in [-inf, inf], default 1.0
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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 4
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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
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’
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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 60
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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 60
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level_height
¶ Max difference in heights of obstacles to enable their interaction
Type: float in [0, 200], default 2.0
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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 5
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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 128
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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 ‘BULLET’
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physics_gravity
¶ Gravitational constant used for physics simulation in the game engine
Type: float in [0, 10000], default 9.8
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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 5
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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 1
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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’
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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 640
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resolution_y
¶ Number of vertical pixels in the screen
Type: int in [4, 10000], default 480
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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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scene_hysteresis_percentage
¶ Minimum distance change required to transition to the previous level of detail
Type: int in [0, 100], default 10
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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 0.1
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stereo_mode
¶ Stereographic techniques
Type: enum in [‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’, ‘3DTVTOPBOTTOM’], default ‘ANAGLYPH’
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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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use_scene_hysteresis
¶ Use LoD Hysteresis setting for the scene
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