GameObjectSettings(bpy_struct)
base class — bpy_struct
- class bpy.types.GameObjectSettings(bpy_struct)
Game engine related settings for the object
- activity_culling
- Type
ObjectActivityCulling
, (readonly, never None)
- actuators
Game engine actuators to act on events
- Type
bpy_prop_collection
ofActuator
, (readonly)
- angular_velocity_max
Clamp angular velocity to this maximum speed, in angle per second
- Type
float in [0, 1000], default 0.0
- 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
- ccd_motion_threshold
Sets the delta of movement that has to happen in one physics tick to trigger the continuous motion detection
- Type
float in [0, 100], default 1.0
- ccd_swept_sphere_radius
The radius of the sphere that is used to check for possible collisions when ccd is actived
- Type
float in [0, 100], default 0.9
- collision_bounds_type
Select the collision shape that better fits the object
- Type
enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘TRIANGLE_MESH’, ‘CAPSULE’, ‘Empty’], default ‘BOX’
- collision_group
The collision group of the object
- Type
boolean array of 16 items, default (True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True)
- collision_margin
Extra margin around object for collision detection, small amount required for stability
- Type
float in [0, 1], default 0.04
- collision_mask
The groups this object can collide with
- Type
boolean array of 16 items, default (True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True)
- components
Game engine components
- Type
bpy_prop_collection
ofPythonProxy
, (readonly)
- controllers
Game engine controllers to process events, connecting sensors to actuators
- Type
bpy_prop_collection
ofController
, (readonly)
- custom_object
Custom game object component for the object
- Type
PythonProxy
, (readonly)
- damping
General movement damping
- Type
float in [0, 1], default 0.04
- elasticity
Elasticity of collisions/Bounciness/Restitution
- Type
float in [0, inf], default 0.0
- fall_speed
Maximum speed at which the character will fall
- Type
float in [0, 1000], default 55.0
- fh_damping
Damping of the spring force, when inside the physics distance area
- Type
float in [0, 1], default 0.0
- fh_distance
Distance of the physics area
- Type
float in [0, 20], default 0.0
- fh_force
Upward spring force, when inside the physics distance area
- Type
float in [0, 1], default 0.0
- form_factor
Form factor scales the inertia tensor
- Type
float in [0, 1], default 0.4
- friction
Coulomb friction coefficient, when inside the physics distance area
- Type
float in [0, 100], default 0.5
- 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 (1.0, 1.0, 1.0)
- jump_max
The maximum number of jumps the character can make before it hits the ground
- Type
int in [1, 255], default 1
- jump_speed
Upward velocity applied to the character when jumping
- Type
float in [0, 1000], default 10.0
- lock_location_x
Disable simulation of linear motion along the X axis
- Type
boolean, default False
- lock_location_y
Disable simulation of linear motion along the Y axis
- Type
boolean, default False
- lock_location_z
Disable simulation of linear motion along the Z axis
- Type
boolean, default False
- lock_rotation_x
Disable simulation of angular motion along the X axis
- Type
boolean, default False
- lock_rotation_y
Disable simulation of angular motion along the Y axis
- Type
boolean, default False
- lock_rotation_z
Disable simulation of angular motion along the Z axis
- Type
boolean, default False
- mass
Mass of the object
- Type
float in [0.01, 1e+06], default 1.0
- max_slope
Maximum slope angle which the character will climb
- Type
float in [0, 1.5708], default 1.5708
- obstacle_radius
Radius of object representation in obstacle simulation
- Type
float in [0, 1000], default 1.0
- 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.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’, ‘SENSOR’, ‘NAVMESH’, ‘CHARACTER’], default ‘STATIC’
- properties
Game engine properties
- Type
bpy_prop_collection
ofGameProperty
, (readonly)
- radius
Radius of bounding sphere and material physics
- Type
float in [0.01, inf], default 1.0
- rolling_friction
Coulomb friction coefficient of rounded shapes
- Type
float in [0, 100], default 0.0
- rotation_damping
General rotation damping
- Type
float in [0, 1], default 0.1
- sensors
Game engine sensor to detect events
- Type
bpy_prop_collection
ofSensor
, (readonly)
- show_actuators
Shows actuators for this object in the user interface
- Type
boolean, default False
- show_controllers
Shows controllers for this object in the user interface
- Type
boolean, default False
- show_debug_state
Print state debug info in the game engine
- Type
boolean, default False
- show_sensors
Shows sensors for this object in the user interface
- Type
boolean, default False
- show_state_panel
Show state panel
- Type
boolean, default False
- soft_body
Settings for Bullet soft body simulation
- Type
GameSoftBodySettings
, (readonly)
- states_initial
Initial state when the game starts
- Type
boolean array of 30 items, default (True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True)
- states_visible
State determining which controllers are displayed
- Type
boolean array of 30 items, default (True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True, True)
- step_height
Maximum height of steps the character can run over
- Type
float in [0.01, 1], default 0.15
- use_activity_culling
Disable simulation of angular motion along the Z axis
- Type
boolean, default False
- use_actor
Object is detected by the Near and Radar sensor
- Type
boolean, default False
- use_all_states
Set all state bits
- Type
boolean, default False
- use_anisotropic_friction
Enable anisotropic friction
- Type
boolean, default False
- use_ccd_rigid_body
Enable Continuous Collision Detection for the rigid body
- Type
boolean, default False
- use_collision_bounds
Specify a collision bounds type other than the default
- Type
boolean, default False
- use_collision_compound
Add children to form a compound collision object
- Type
boolean, default False
- use_fh_normal
Align dynamic game objects along the surface normal, when inside the physics distance area
- Type
boolean, default False
- use_ghost
Object does not react to collisions, like a ghost
- Type
boolean, default False
- use_obstacle_create
Create representation for obstacle simulation
- Type
boolean, default False
- use_physics_fh
React to force field physics settings
- Type
boolean, default False
- use_record_animation
Record animation objects without physics
- Type
boolean, default False
- use_rotate_from_normal
Use face normal to rotate object, so that it points away from the surface
- Type
boolean, default False
- use_sleep
Disable auto (de)activation in physics simulation
- Type
boolean, default False
- 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)
- velocity_max
Clamp velocity to this maximum speed, in distance per second
- Type
float in [0, 1000], default 0.0
- velocity_min
Clamp velocity to this minimum speed (except when totally still), in distance per second
- Type
float in [0, 1000], default 0.0
- classmethod bl_rna_get_subclass(id, default=None)
- Parameters
id (string) – The RNA type identifier.
- Returns
The RNA type or default when not found.
- Return type
bpy.types.Struct
subclass
- classmethod bl_rna_get_subclass_py(id, default=None)
- Parameters
id (string) – The RNA type identifier.
- Returns
The class or default when not found.
- Return type
type
Inherited Properties
Inherited Functions
References