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 (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