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, 100], 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:
mathutils.Vector
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 (str) – 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 (str) – The RNA type identifier.
- Returns:
The class or default when not found.
- Return type:
type