GameObjectSettings(bpy_struct)

base class — bpy_struct

class bpy.types.GameObjectSettings(bpy_struct)

Game engine related settings for the object

activity_culling

(readonly, never None)

Type:

ObjectActivityCulling

actuators

Game engine actuators to act on events (default None, readonly)

Type:

bpy_prop_collection[Actuator]

angular_velocity_max

Clamp angular velocity to this maximum speed, in angle per second (in [0, 1000], default 0.0)

Type:

float

angular_velocity_min

Clamp angular velocity to this minimum speed (except when totally still), in angle per second (in [0, 1000], default 0.0)

Type:

float

ccd_motion_threshold

Sets the delta of movement that has to happen in one physics tick to trigger the continuous motion detection (in [0, 100], default 1.0)

Type:

float

ccd_swept_sphere_radius

The radius of the sphere that is used to check for possible collisions when ccd is actived (in [0, 100], default 0.9)

Type:

float

collision_bounds_type

Select the collision shape that better fits the object (default 'BOX')

Type:

Literal[‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘TRIANGLE_MESH’, ‘CAPSULE’, ‘Empty’]

collision_group

The collision group of the object (array of 16 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Type:

bpy_prop_array[bool]

collision_margin

Extra margin around object for collision detection, small amount required for stability (in [0, 1], default 0.04)

Type:

float

collision_mask

The groups this object can collide with (array of 16 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Type:

bpy_prop_array[bool]

components

Game engine components (default None, readonly)

Type:

bpy_prop_collection[PythonProxy]

controllers

Game engine controllers to process events, connecting sensors to actuators (default None, readonly)

Type:

bpy_prop_collection[Controller]

custom_object

Custom game object component for the object (readonly)

Type:

PythonProxy

damping

General movement damping (in [0, 1], default 0.04)

Type:

float

elasticity

Elasticity of collisions/Bounciness/Restitution (in [0, inf], default 0.0)

Type:

float

fall_speed

Maximum speed at which the character will fall (in [0, 1000], default 55.0)

Type:

float

fh_damping

Damping of the spring force, when inside the physics distance area (in [0, 1], default 0.0)

Type:

float

fh_distance

Distance of the physics area (in [0, 20], default 0.0)

Type:

float

fh_force

Upward spring force, when inside the physics distance area (in [0, 1], default 0.0)

Type:

float

form_factor

Form factor scales the inertia tensor (in [0, 100], default 0.4)

Type:

float

friction

Coulomb friction coefficient, when inside the physics distance area (in [0, 100], default 0.5)

Type:

float

friction_coefficients

Relative friction coefficients in the in the X, Y and Z directions, when anisotropic friction is enabled (array of 3 items, in [0, 1], default (1.0, 1.0, 1.0))

Type:

mathutils.Vector

jump_max

The maximum number of jumps the character can make before it hits the ground (in [1, 255], default 1)

Type:

int

jump_speed

Upward velocity applied to the character when jumping (in [0, 1000], default 10.0)

Type:

float

lock_location_x

Disable simulation of linear motion along the X axis (default False)

Type:

bool

lock_location_y

Disable simulation of linear motion along the Y axis (default False)

Type:

bool

lock_location_z

Disable simulation of linear motion along the Z axis (default False)

Type:

bool

lock_rotation_x

Disable simulation of angular motion along the X axis (default False)

Type:

bool

lock_rotation_y

Disable simulation of angular motion along the Y axis (default False)

Type:

bool

lock_rotation_z

Disable simulation of angular motion along the Z axis (default False)

Type:

bool

mass

Mass of the object (in [0.01, 1e+06], default 1.0)

Type:

float

max_slope

Maximum slope angle which the character will climb (in [0, 1.5708], default 1.5708)

Type:

float

obstacle_radius

Radius of object representation in obstacle simulation (in [0, 1000], default 1.0)

Type:

float

physics_type

Select the type of physical representation (default 'STATIC')

  • 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:

Literal[‘NO_COLLISION’, ‘STATIC’, ‘DYNAMIC’, ‘RIGID_BODY’, ‘SOFT_BODY’, ‘SENSOR’, ‘NAVMESH’, ‘CHARACTER’]

properties

Game engine properties (default None, readonly)

Type:

bpy_prop_collection[GameProperty]

radius

Radius of bounding sphere and material physics (in [0.01, inf], default 1.0)

Type:

float

rolling_friction

Coulomb friction coefficient of rounded shapes (in [0, 100], default 0.0)

Type:

float

rotation_damping

General rotation damping (in [0, 1], default 0.1)

Type:

float

sensors

Game engine sensor to detect events (default None, readonly)

Type:

bpy_prop_collection[Sensor]

show_actuators

Shows actuators for this object in the user interface (default False)

Type:

bool

show_controllers

Shows controllers for this object in the user interface (default False)

Type:

bool

show_debug_state

Print state debug info in the game engine (default False)

Type:

bool

show_sensors

Shows sensors for this object in the user interface (default False)

Type:

bool

show_state_panel

Show state panel (default False)

Type:

bool

soft_body

Settings for Bullet soft body simulation (readonly)

Type:

GameSoftBodySettings

states_initial

Initial state when the game starts (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))

Type:

bpy_prop_array[bool]

states_visible

State determining which controllers are displayed (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))

Type:

bpy_prop_array[bool]

step_height

Maximum height of steps the character can run over (in [0.01, 1], default 0.15)

Type:

float

use_activity_culling

Disable simulation of angular motion along the Z axis (default True)

Type:

bool

use_actor

Object is detected by the Near and Radar sensor (default False)

Type:

bool

use_all_states

Set all state bits (default False)

Type:

bool

use_anisotropic_friction

Enable anisotropic friction (default False)

Type:

bool

use_ccd_rigid_body

Enable Continuous Collision Detection for the rigid body (default False)

Type:

bool

use_collision_bounds

Specify a collision bounds type other than the default (default False)

Type:

bool

use_collision_compound

Add children to form a compound collision object (default False)

Type:

bool

use_fh_normal

Align dynamic game objects along the surface normal, when inside the physics distance area. Physics Bounds must be set to Triangle Mesh (default False)

Type:

bool

use_ghost

Object does not react to collisions, like a ghost (default False)

Type:

bool

use_obstacle_create

Create representation for obstacle simulation (default False)

Type:

bool

use_physics_fh

React to force field physics settings (default False)

Type:

bool

use_record_animation

Record animation objects without physics (default False)

Type:

bool

use_rotate_from_normal

Use face normal to rotate object, so that it points away from the surface (default False)

Type:

bool

use_sleep

Disable auto (de)activation in physics simulation (default False)

Type:

bool

use_upbge_dupli_base

Mark this object as a base for runtime dupli creation in BGE. It will not be transformed by the depsgraph, but passed directly to the rendering system. (default False)

Type:

bool

used_states

States which are being used by controllers (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)

Type:

bpy_prop_array[bool]

velocity_max

Clamp velocity to this maximum speed, in distance per second (in [0, 1000], default 0.0)

Type:

float

velocity_min

Clamp velocity to this minimum speed (except when totally still), in distance per second (in [0, 1000], default 0.0)

Type:

float

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

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