SceneGameData(bpy_struct)¶
base class — bpy_struct
- class bpy.types.SceneGameData(bpy_struct)¶
Game data for a Scene data-block
- cfm_parameter¶
If the Constraint Force Mixing (CFM) is set to zero, the constraint will be hard. If CFM is set to a positive value, it will be possible to violate the constraint by pushing on it (for example, for contact constraints by forcing the two contacting objects together). In other words the constraint will be soft, and the softness will increase as CFM increases
- Type:
float in [0, 10000], default 0.0
- deactivation_angular_threshold¶
Angular velocity that an object must be below before the deactivation timer can start
- Type:
float in [0.001, 10000], default 1.0
- deactivation_linear_threshold¶
Linear velocity that an object must be below before the deactivation timer can start
- Type:
float in [0.001, 10000], default 0.8
- deactivation_time¶
Amount of time (in seconds) after which objects with a velocity less than the given threshold will deactivate (0.0 means no deactivation)
- Type:
float in [0, 60], default 2.0
- depth¶
Display bit depth of full screen display
- Type:
int in [8, 32], default 32
- erp2_parameter¶
The Error Reduction Parameter (ERP) specifies what proportion of the joint error will be fixed during the next simulation step. If ERP = 0 then no correcting force is applied and the bodies will eventually drift apart as the simulation proceeds. If ERP = 1 then the simulation will attempt to fix all joint error during the next time step. However, setting ERP = 1 is not recommended, as the joint error will not be completely fixed due to various internal approximations. A value of ERP = 0.1 to 0.8 is recommended
- Type:
float in [0, 1], default 0.8
- erp_parameter¶
The Error Reduction Parameter (ERP) specifies what proportion of the joint error will be fixed during the next simulation step. If ERP = 0 then no correcting force is applied and the bodies will eventually drift apart as the simulation proceeds. If ERP = 1 then the simulation will attempt to fix all joint error during the next time step. However, setting ERP = 1 is not recommended, as the joint error will not be completely fixed due to various internal approximations. A value of ERP = 0.1 to 0.8 is recommended
- Type:
float in [0, 1], default 0.2
- exit_key¶
The key that exits the Game Engine
- Type:
enum in Event Type Items, default ‘ESC’
- fps¶
Nominal number of game frames per second (physics fixed timestep = 1/fps, independently of actual frame rate)
- Type:
int in [1, 10000], default 60
- frame_color¶
Set color of the bars
- Type:
mathutils.Color
of 3 items in [0, 1], default (0.0, 0.0, 0.0)
- frame_type¶
Select the type of Framing you want
LETTERBOX
Letterbox – Show the entire viewport in the display window, using bar horizontally or vertically.EXTEND
Extend – Show the entire viewport in the display window, viewing more horizontally or vertically.SCALE
Scale – Stretch or squeeze the viewport to fill the display window.
- Type:
enum in [‘LETTERBOX’, ‘EXTEND’, ‘SCALE’], default ‘LETTERBOX’
- frequency¶
Display clock frequency of fullscreen display
- Type:
int in [4, 2000], default 60
- level_height¶
Max difference in heights of obstacles to enable their interaction
- Type:
float in [0, 200], default 2.0
- log_level¶
Log level for the root logger
NOTSET
Not Set – Disable logging.DEBUG
Debug – Print debug level messages and above.INFO
Info – Print info level messages and above.WARNING
Warning – Print warning level messages and above.ERROR
Error – Print error level messages and above.CRITICAL
Critical – Print critical level messages.
- Type:
enum in [‘NOTSET’, ‘DEBUG’, ‘INFO’, ‘WARNING’, ‘ERROR’, ‘CRITICAL’], default ‘NOTSET’
- logic_step_max¶
Maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics
- Type:
int in [1, 10000], default 5
- obstacle_simulation¶
Simulation used for obstacle avoidance in the game engine
- Type:
enum in [‘NONE’, ‘RVO_RAYS’, ‘RVO_CELLS’], default ‘NONE’
- occlusion_culling_resolution¶
Size of the occlusion buffer, use higher value for better precision (slower)
- Type:
int in [128, 1024], default 128
- physics_engine¶
Physics engine used for physics simulation in the game engine
NONE
None – Don’t use a physics engine.BULLET
Bullet – Use the Bullet physics engine.
- Type:
enum in [‘NONE’, ‘BULLET’], default ‘BULLET’
- physics_gravity¶
Gravitational constant used for physics simulation in the game engine
- Type:
float in [0, 10000], default 9.8
- physics_solver¶
Physics constraint solver
SOLVER_SEQUENTIAL
Sequential – Sequential physics solver, default solver.SOLVER_NNGC
NNGC – NNGC physics solver.
- Type:
enum in [‘SOLVER_SEQUENTIAL’, ‘SOLVER_NNGC’], default ‘SOLVER_SEQUENTIAL’
- physics_step_max¶
Maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime
- Type:
int in [1, 10000], default 5
- physics_step_sub¶
Number of simulation substep per physic timestep, higher value give better physics precision
- Type:
int in [1, 50], default 1
- profile_size¶
Set profile size according to your monitor resolution and size
NORMAL
Normal Size – Normal Profile Size.BIG
Big Size – Big Profile Size.BIGGER
Bigger Size – Bigger Profile Size.
- Type:
enum in [‘NORMAL’, ‘BIG’, ‘BIGGER’], default ‘NORMAL’
- python_console_key1¶
First python console shortcut key
- Type:
enum in Event Type Items, default ‘LEFT_CTRL’
- python_console_key2¶
Second python console shortcut key
- Type:
enum in Event Type Items, default ‘LEFT_CTRL’
- python_console_key3¶
Third python console shortcut key
- Type:
enum in Event Type Items, default ‘LEFT_CTRL’
- python_console_key4¶
Fourth python console shortcut key
- Type:
enum in Event Type Items, default ‘LEFT_CTRL’
- recast_data¶
- Type:
SceneGameRecastData
, (readonly, never None)
- resolution_x¶
Number of horizontal pixels in the screen
- Type:
int in [4, 10000], default 1280
- resolution_y¶
Number of vertical pixels in the screen
- Type:
int in [4, 10000], default 720
- samp_per_frame¶
Number of eevee passes rendered in 1 frame (clamped between 1 and Viewport samples)
- Type:
int in [1, 10000], default 1
- samples¶
The number of AA Samples to use for MSAA
- Type:
enum in [‘SAMPLES_0’, ‘SAMPLES_2’, ‘SAMPLES_4’, ‘SAMPLES_8’, ‘SAMPLES_16’], default ‘SAMPLES_0’
- scene_hysteresis_percentage¶
Minimum distance change required to transition to the previous level of detail
- Type:
int in [0, 100], default 10
- show_debug_properties¶
Show properties marked for debugging while the game runs
- Type:
boolean, default False
- show_framerate_profile¶
Show framerate and profiling information while the game runs
- Type:
boolean, default False
- show_fullscreen¶
Start player in a new fullscreen display
- Type:
boolean, default False
- show_mouse¶
Start player with a visible mouse cursor
- Type:
boolean, default False
- show_obstacle_simulation¶
Enable debug visualization for obstacle simulation
- Type:
boolean, default False
- show_physics_visualization¶
Show a visualization of physics bounds and interactions
- Type:
boolean, default False
- stereo¶
NONE
None – Disable Stereo environments.STEREO
Stereo – Enable Stereo environment.
- Type:
enum in [‘NONE’, ‘STEREO’], default ‘NONE’
- stereo_eye_separation¶
Set the distance between the eyes - the camera focal distance/30 should be fine
- Type:
float in [0.01, 5], default 0.1
- stereo_mode¶
Stereographic techniques
- Type:
enum in [‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’, ‘3DTVTOPBOTTOM’], default ‘ANAGLYPH’
- time_scale¶
Time scale to slow down or speed up animations and physics in game
- Type:
float in [0.001, 10000], default 1.0
- use_activity_culling¶
Enable object activity culling in this scene
- Type:
boolean, default True
- use_animation_record¶
Record animation to F-Curves
- Type:
boolean, default False
- use_auto_start¶
Automatically start game at load time
- Type:
boolean, default False
- use_deprecation_warnings¶
Print warnings when using deprecated features in the python API
- Type:
boolean, default False
- use_desktop¶
Use the current desktop resolution in fullscreen mode
- Type:
boolean, default False
- use_frame_rate¶
Respect the frame rate from the Physics panel in the world properties rather than rendering as many frames as possible
- Type:
boolean, default False
- use_interactive_dynapaint¶
Blender Dynamic paint at bge runtime
- Type:
boolean, default False
- use_interactive_rigidbody¶
Blender Rigidbody sim at bge runtime (experimental)
- Type:
boolean, default False
- use_python_console¶
Create a python interpreter console in game
- Type:
boolean, default False
- use_restrict_animation_updates¶
Restrict the number of animation updates to the animation FPS (this is better for performance, but can cause issues with smooth playback)
- Type:
boolean, default False
- use_scene_hysteresis¶
Use LoD Hysteresis setting for the scene
- Type:
boolean, default True
- use_undo¶
Undo bpy changes at game engine exit
- Type:
boolean, default True
- use_viewport_render¶
Use Blender Render Loop to render the scene
- Type:
boolean, default False
- vsync¶
Change vsync settings
OFF
Off – Disable vsync.ON
On – Enable vsync.ADAPTIVE
Adaptive – Enable adaptive vsync (if supported).
- Type:
enum in [‘OFF’, ‘ON’, ‘ADAPTIVE’], default ‘ON’
- 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