GameObjectSettings(bpy_struct)¶
base class — bpy_struct
-
class
bpy.types.
GameObjectSettings
(bpy_struct)¶ Game engine related settings for the object
-
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
ofPythonComponent
, (readonly)
-
controllers
¶ Game engine controllers to process events, connecting sensors to actuators
- Type
bpy_prop_collection
ofController
, (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