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.LEFTMOUSELeft Mouse, LMB.MIDDLEMOUSEMiddle Mouse, MMB.RIGHTMOUSERight Mouse, RMB.BUTTON4MOUSEButton4 Mouse, MB4.BUTTON5MOUSEButton5 Mouse, MB5.BUTTON6MOUSEButton6 Mouse, MB6.BUTTON7MOUSEButton7 Mouse, MB7.ACTIONMOUSEAction Mouse, MBA.SELECTMOUSESelect Mouse, MBS.PENPen.ERASEREraser.MOUSEMOVEMouse Move, MsMov.INBETWEEN_MOUSEMOVEIn-between Move, MsSubMov.TRACKPADPANMouse/Trackpad Pan, MsPan.TRACKPADZOOMMouse/Trackpad Zoom, MsZoom.MOUSEROTATEMouse/Trackpad Rotate, MsRot.WHEELUPMOUSEWheel Up, WhUp.WHEELDOWNMOUSEWheel Down, WhDown.WHEELINMOUSEWheel In, WhIn.WHEELOUTMOUSEWheel Out, WhOut.EVT_TWEAK_LTweak Left, TwkL.EVT_TWEAK_MTweak Middle, TwkM.EVT_TWEAK_RTweak Right, TwkR.EVT_TWEAK_ATweak Action, TwkA.EVT_TWEAK_STweak Select, TwkS.AA.BB.CC.DD.EE.FF.GG.HH.II.JJ.KK.LL.MM.NN.OO.PP.QQ.RR.SS.TT.UU.VV.WW.XX.YY.ZZ.ZERO0.ONE1.TWO2.THREE3.FOUR4.FIVE5.SIX6.SEVEN7.EIGHT8.NINE9.LEFT_CTRLLeft Ctrl, CtrlL.LEFT_ALTLeft Alt, AltL.LEFT_SHIFTLeft Shift, ShiftL.RIGHT_ALTRight Alt, AltR.RIGHT_CTRLRight Ctrl, CtrlR.RIGHT_SHIFTRight Shift, ShiftR.OSKEYOS Key, Cmd.GRLESSGrless.ESCEsc.TABTab.RETReturn, Enter.SPACESpacebar, Space.LINE_FEEDLine Feed.BACK_SPACEBack Space, BkSpace.DELDelete, Del.SEMI_COLON;.PERIOD..COMMA,.QUOTE”.ACCENT_GRAVE`.MINUS-.PLUS+.SLASH/.BACK_SLASH\.EQUAL=.LEFT_BRACKET[.RIGHT_BRACKET].LEFT_ARROWLeft Arrow, ←.DOWN_ARROWDown Arrow, ↓.RIGHT_ARROWRight Arrow, →.UP_ARROWUp Arrow, ↑.NUMPAD_2Numpad 2, Pad2.NUMPAD_4Numpad 4, Pad4.NUMPAD_6Numpad 6, Pad6.NUMPAD_8Numpad 8, Pad8.NUMPAD_1Numpad 1, Pad1.NUMPAD_3Numpad 3, Pad3.NUMPAD_5Numpad 5, Pad5.NUMPAD_7Numpad 7, Pad7.NUMPAD_9Numpad 9, Pad9.NUMPAD_PERIODNumpad ., Pad..NUMPAD_SLASHNumpad /, Pad/.NUMPAD_ASTERIXNumpad *, Pad*.NUMPAD_0Numpad 0, Pad0.NUMPAD_MINUSNumpad -, Pad-.NUMPAD_ENTERNumpad Enter, PadEnter.NUMPAD_PLUSNumpad +, Pad+.F1F1.F2F2.F3F3.F4F4.F5F5.F6F6.F7F7.F8F8.F9F9.F10F10.F11F11.F12F12.F13F13.F14F14.F15F15.F16F16.F17F17.F18F18.F19F19.PAUSEPause.INSERTInsert, Ins.HOMEHome.PAGE_UPPage Up, PgUp.PAGE_DOWNPage Down, PgDown.ENDEnd.MEDIA_PLAYMedia Play/Pause, >/||.MEDIA_STOPMedia Stop, Stop.MEDIA_FIRSTMedia First, |<<.MEDIA_LASTMedia Last, >>|.TEXTINPUTText Input, TxtIn.WINDOW_DEACTIVATEWindow Deactivate.TIMERTimer, Tmr.TIMER0Timer 0, Tmr0.TIMER1Timer 1, Tmr1.TIMER2Timer 2, Tmr2.TIMER_JOBSTimer Jobs, TmrJob.TIMER_AUTOSAVETimer Autosave, TmrSave.TIMER_REPORTTimer Report, TmrReport.TIMERREGIONTimer Region, TmrReg.NDOF_MOTIONNDOF Motion, NdofMov.NDOF_BUTTON_MENUNDOF Menu, NdofMenu.NDOF_BUTTON_FITNDOF Fit, NdofFit.NDOF_BUTTON_TOPNDOF Top, Ndof↑.NDOF_BUTTON_BOTTOMNDOF Bottom, Ndof↓.NDOF_BUTTON_LEFTNDOF Left, Ndof←.NDOF_BUTTON_RIGHTNDOF Right, Ndof→.NDOF_BUTTON_FRONTNDOF Front, NdofFront.NDOF_BUTTON_BACKNDOF Back, NdofBack.NDOF_BUTTON_ISO1NDOF Isometric 1, NdofIso1.NDOF_BUTTON_ISO2NDOF Isometric 2, NdofIso2.NDOF_BUTTON_ROLL_CWNDOF Roll CW, NdofRCW.NDOF_BUTTON_ROLL_CCWNDOF Roll CCW, NdofRCCW.NDOF_BUTTON_SPIN_CWNDOF Spin CW, NdofSCW.NDOF_BUTTON_SPIN_CCWNDOF Spin CCW, NdofSCCW.NDOF_BUTTON_TILT_CWNDOF Tilt CW, NdofTCW.NDOF_BUTTON_TILT_CCWNDOF Tilt CCW, NdofTCCW.NDOF_BUTTON_ROTATENDOF Rotate, NdofRot.NDOF_BUTTON_PANZOOMNDOF Pan/Zoom, NdofPanZoom.NDOF_BUTTON_DOMINANTNDOF Dominant, NdofDom.NDOF_BUTTON_PLUSNDOF Plus, Ndof+.NDOF_BUTTON_MINUSNDOF Minus, Ndof-.NDOF_BUTTON_ESCNDOF Esc, NdofEsc.NDOF_BUTTON_ALTNDOF Alt, NdofAlt.NDOF_BUTTON_SHIFTNDOF Shift, NdofShift.NDOF_BUTTON_CTRLNDOF Ctrl, NdofCtrl.NDOF_BUTTON_1NDOF Button 1, NdofB1.NDOF_BUTTON_2NDOF Button 2, NdofB2.NDOF_BUTTON_3NDOF Button 3, NdofB3.NDOF_BUTTON_4NDOF Button 4, NdofB4.NDOF_BUTTON_5NDOF Button 5, NdofB5.NDOF_BUTTON_6NDOF Button 6, NdofB6.NDOF_BUTTON_7NDOF Button 7, NdofB7.NDOF_BUTTON_8NDOF Button 8, NdofB8.NDOF_BUTTON_9NDOF Button 9, NdofB9.NDOF_BUTTON_10NDOF Button 10, NdofB10.NDOF_BUTTON_ANDOF Button A, NdofBA.NDOF_BUTTON_BNDOF Button B, NdofBB.NDOF_BUTTON_CNDOF 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’, ‘PLUS’, ‘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
LETTERBOXLetterbox, Show the entire viewport in the display window, using bar horizontally or vertically.EXTENDExtend, Show the entire viewport in the display window, viewing more horizontally or vertically.SCALEScale, 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
MULTITEXTUREMultitexture, Multitexture materials.GLSLGLSL, 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
NONENone, Don’t use a physics engine.BULLETBullet, 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
AUTOAuto Select, Choose the best supported mode.VERTEX_ARRAYVertex Arrays, Usually the best choice (good performance with display lists).VERTEX_BUFFER_OBJECTVertex 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¶ NONENone, Disable Stereo and Dome environments.STEREOStereo, Enable Stereo environment.DOMEDome, 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_environment_lighting¶ Use environment lighting 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
OFFOff, Disable vsync.ONOn, Enable vsync.ADAPTIVEAdaptive, Enable adaptive vsync (if supported).
Type: enum in [‘OFF’, ‘ON’, ‘ADAPTIVE’], default ‘ON’
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Inherited Properties
Inherited Functions
References