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 of Actuator, (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 of PythonProxy, (readonly)

controllers

Game engine controllers to process events, connecting sensors to actuators

Type:

bpy_prop_collection of Controller, (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 of GameProperty, (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 of Sensor, (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

Inherited Properties

Inherited Functions

References