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 (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