GameObjectSettings(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
GameObjectSettings
(bpy_struct)¶ Game engine related settings for the object
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actuators
¶ Game engine actuators to act on events
Type: bpy_prop_collection
ofActuator
, (readonly)
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angular_velocity_max
¶ Clamp angular velocity to this maximum speed, in angle per second
Type: float in [0, 1000], default 0.0
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angular_velocity_min
¶ Clamp angular velocity to this minimum speed (except when totally still), in angle per second
Type: float in [0, 1000], default 0.0
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collision_bounds_type
¶ Select the collision shape that better fits the object
Type: enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘TRIANGLE_MESH’, ‘CAPSULE’], default ‘BOX’
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collision_group
¶ The collision group of the object
Type: boolean array of 16 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
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collision_margin
¶ Extra margin around object for collision detection, small amount required for stability
Type: float in [0, 1], default 0.04
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collision_mask
¶ The groups this object can collide with
Type: boolean array of 16 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
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controllers
¶ Game engine controllers to process events, connecting sensors to actuators
Type: bpy_prop_collection
ofController
, (readonly)
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damping
¶ General movement damping
Type: float in [0, 1], default 0.04
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fall_speed
¶ Maximum speed at which the character will fall
Type: float in [0, 1000], default 55.0
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form_factor
¶ Form factor scales the inertia tensor
Type: float in [0, 1], default 0.4
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friction_coefficients
¶ Relative friction coefficients in the in the X, Y and Z directions, when anisotropic friction is enabled
Type: float array of 3 items in [0, 1], default (0.0, 0.0, 0.0)
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jump_max
¶ The maximum number of jumps the character can make before it hits the ground
Type: int in [1, 255], default 1
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jump_speed
¶ Upward velocity applied to the character when jumping
Type: float in [0, 1000], default 10.0
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lock_location_x
¶ Disable simulation of linear motion along the X axis
Type: boolean, default False
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lock_location_y
¶ Disable simulation of linear motion along the Y axis
Type: boolean, default False
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lock_location_z
¶ Disable simulation of linear motion along the Z axis
Type: boolean, default False
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lock_rotation_x
¶ Disable simulation of angular motion along the X axis
Type: boolean, default False
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lock_rotation_y
¶ Disable simulation of angular motion along the Y axis
Type: boolean, default False
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lock_rotation_z
¶ Disable simulation of angular motion along the Z axis
Type: boolean, default False
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mass
¶ Mass of the object
Type: float in [0.01, 10000], default 1.0
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obstacle_radius
¶ Radius of object representation in obstacle simulation
Type: float in [0, 1000], default 1.0
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physics_type
¶ Select the type of physical representation
NO_COLLISION
No Collision, Disable collision for this object.STATIC
Static, Stationary object.DYNAMIC
Dynamic, Linear physics.RIGID_BODY
Rigid Body, Linear and angular physics.SOFT_BODY
Soft Body, Soft body.OCCLUDER
Occluder, Occluder for optimizing scene rendering.SENSOR
Sensor, Collision Sensor, detects static and dynamic objects but not the other collision sensor objects.NAVMESH
Navigation Mesh, Navigation mesh.CHARACTER
Character, Simple kinematic physics appropriate for game characters.
Type: enum in [‘NO_COLLISION’, ‘STATIC’, ‘DYNAMIC’, ‘RIGID_BODY’, ‘SOFT_BODY’, ‘OCCLUDER’, ‘SENSOR’, ‘NAVMESH’, ‘CHARACTER’], default ‘STATIC’
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properties
¶ Game engine properties
Type: bpy_prop_collection
ofGameProperty
, (readonly)
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radius
¶ Radius of bounding sphere and material physics
Type: float in [0.01, inf], default 1.0
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rotation_damping
¶ General rotation damping
Type: float in [0, 1], default 0.1
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sensors
¶ Game engine sensor to detect events
Type: bpy_prop_collection
ofSensor
, (readonly)
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show_actuators
¶ Shows actuators for this object in the user interface
Type: boolean, default False
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show_controllers
¶ Shows controllers for this object in the user interface
Type: boolean, default False
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show_debug_state
¶ Print state debug info in the game engine
Type: boolean, default False
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show_sensors
¶ Shows sensors for this object in the user interface
Type: boolean, default False
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show_state_panel
¶ Show state panel
Type: boolean, default False
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soft_body
¶ Settings for Bullet soft body simulation
Type: GameSoftBodySettings
, (readonly)
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states_initial
¶ Initial state when the game starts
Type: boolean array of 30 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
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states_visible
¶ State determining which controllers are displayed
Type: boolean array of 30 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
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step_height
¶ Maximum height of steps the character can run over
Type: float in [0.01, 1], default 0.15
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use_activity_culling
¶ Disable simulation of angular motion along the Z axis
Type: boolean, default False
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use_actor
¶ Object is detected by the Near and Radar sensor
Type: boolean, default False
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use_all_states
¶ Set all state bits
Type: boolean, default False
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use_anisotropic_friction
¶ Enable anisotropic friction
Type: boolean, default False
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use_collision_bounds
¶ Specify a collision bounds type other than the default
Type: boolean, default False
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use_collision_compound
¶ Add children to form a compound collision object
Type: boolean, default False
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use_ghost
¶ Object does not react to collisions, like a ghost
Type: boolean, default False
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use_material_physics_fh
¶ React to force field physics settings in materials
Type: boolean, default False
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use_obstacle_create
¶ Create representation for obstacle simulation
Type: boolean, default False
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use_record_animation
¶ Record animation objects without physics
Type: boolean, default False
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use_rotate_from_normal
¶ Use face normal to rotate object, so that it points away from the surface
Type: boolean, default False
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use_sleep
¶ Disable auto (de)activation in physics simulation
Type: boolean, default False
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used_states
¶ States which are being used by controllers
Type: boolean array of 30 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False), (readonly)
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velocity_max
¶ Clamp velocity to this maximum speed, in distance per second
Type: float in [0, 1000], default 0.0
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velocity_min
¶ Clamp velocity to this minimum speed (except when totally still), in distance per second
Type: float in [0, 1000], default 0.0
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Inherited Properties
Inherited Functions
References