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