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 (in [0, 10000], default 0.0)

Type:

float

deactivation_angular_threshold

Angular velocity that an object must be below before the deactivation timer can start (in [0.001, 10000], default 1.0)

Type:

float

deactivation_linear_threshold

Linear velocity that an object must be below before the deactivation timer can start (in [0.001, 10000], default 0.8)

Type:

float

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) (in [0, 60], default 2.0)

Type:

float

depth

Display bit depth of full screen display (in [8, 32], default 32)

Type:

int

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 (in [0, 1], default 0.8)

Type:

float

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 (in [0, 1], default 0.2)

Type:

float

exit_key

The key that exits the Game Engine (default 'ESC')

Type:

Literal[Event Type Items]

fps

Nominal number of game frames per second (physics fixed timestep = 1/fps, independently of actual frame rate) (in [1, 10000], default 60)

Type:

int

frame_color

Set color of the bars (array of 3 items, in [0, 1], default (0.0, 0.0, 0.0))

Type:

mathutils.Color

frame_type

Select the type of Framing you want (default 'LETTERBOX')

  • 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:

Literal[‘LETTERBOX’, ‘EXTEND’, ‘SCALE’]

frequency

Display clock frequency of fullscreen display (in [4, 2000], default 60)

Type:

int

level_height

Max difference in heights of obstacles to enable their interaction (in [0, 200], default 2.0)

Type:

float

log_level

Log level for the root logger (default 'NOTSET')

  • 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:

Literal[‘NOTSET’, ‘DEBUG’, ‘INFO’, ‘WARNING’, ‘ERROR’, ‘CRITICAL’]

logic_step_max

Maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics (in [1, 10000], default 5)

Type:

int

obstacle_simulation

Simulation used for obstacle avoidance in the game engine (default 'NONE')

Type:

Literal[‘NONE’, ‘RVO_RAYS’, ‘RVO_CELLS’]

occlusion_culling_resolution

Size of the occlusion buffer, use higher value for better precision (slower) (in [128, 1024], default 128)

Type:

int

physics_engine

Physics engine used for physics simulation in the game engine (default 'BULLET')

  • NONE None – Don’t use a physics engine.

  • BULLET Bullet – Use the Bullet physics engine.

Type:

Literal[‘NONE’, ‘BULLET’]

physics_gravity

Gravitational constant used for physics simulation in the game engine (in [0, 10000], default 9.8)

Type:

float

physics_solver

Physics constraint solver (default 'SOLVER_SEQUENTIAL')

  • SOLVER_SEQUENTIAL Sequential – Sequential physics solver, default solver.

  • SOLVER_NNGC NNGC – NNGC physics solver.

Type:

Literal[‘SOLVER_SEQUENTIAL’, ‘SOLVER_NNGC’]

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 (in [1, 10000], default 5)

Type:

int

physics_step_sub

Number of simulation substep per physic timestep, higher value give better physics precision (in [1, 50], default 1)

Type:

int

profile_size

Set profile size according to your monitor resolution and size (default 'NORMAL')

  • NORMAL Normal Size – Normal Profile Size.

  • BIG Big Size – Big Profile Size.

  • BIGGER Bigger Size – Bigger Profile Size.

Type:

Literal[‘NORMAL’, ‘BIG’, ‘BIGGER’]

python_console_key1

First python console shortcut key (default 'LEFT_CTRL')

Type:

Literal[Event Type Items]

python_console_key2

Second python console shortcut key (default 'LEFT_CTRL')

Type:

Literal[Event Type Items]

python_console_key3

Third python console shortcut key (default 'LEFT_CTRL')

Type:

Literal[Event Type Items]

python_console_key4

Fourth python console shortcut key (default 'LEFT_CTRL')

Type:

Literal[Event Type Items]

recast_data

(readonly, never None)

Type:

SceneGameRecastData

resolution_x

Number of horizontal pixels in the screen (in [4, 10000], default 1280)

Type:

int

resolution_y

Number of vertical pixels in the screen (in [4, 10000], default 720)

Type:

int

samp_per_frame

Number of eevee passes rendered in 1 frame (clamped between 1 and Viewport samples) (in [1, 10000], default 1)

Type:

int

samples

The number of AA Samples to use for MSAA (default 'SAMPLES_0')

Type:

Literal[‘SAMPLES_0’, ‘SAMPLES_2’, ‘SAMPLES_4’, ‘SAMPLES_8’, ‘SAMPLES_16’]

scene_hysteresis_percentage

Minimum distance change required to transition to the previous level of detail (in [0, 100], default 10)

Type:

int

show_debug_properties

Show properties marked for debugging while the game runs (default False)

Type:

bool

show_framerate_profile

Show framerate and profiling information while the game runs (default False)

Type:

bool

show_fullscreen

Start player in a new fullscreen display (default False)

Type:

bool

show_mouse

Start player with a visible mouse cursor (default False)

Type:

bool

show_obstacle_simulation

Enable debug visualization for obstacle simulation (default False)

Type:

bool

show_physics_visualization

Show a visualization of physics bounds and interactions (default False)

Type:

bool

stereo

(default 'NONE')

  • NONE None – Disable Stereo environments.

  • STEREO Stereo – Enable Stereo environment.

Type:

Literal[‘NONE’, ‘STEREO’]

stereo_eye_separation

Set the distance between the eyes - the camera focal distance/30 should be fine (in [0.01, 5], default 0.1)

Type:

float

stereo_mode

Stereographic techniques (default 'ANAGLYPH')

Type:

Literal[‘QUADBUFFERED’, ‘ABOVEBELOW’, ‘INTERLACED’, ‘ANAGLYPH’, ‘SIDEBYSIDE’, ‘VINTERLACE’, ‘3DTVTOPBOTTOM’]

time_scale

Time scale to slow down or speed up animations and physics in game (in [0.001, 10000], default 1.0)

Type:

float

use_activity_culling

Enable object activity culling in this scene (default True)

Type:

bool

use_animation_record

Record animation to F-Curves (default False)

Type:

bool

use_auto_start

Automatically start game at load time (default False)

Type:

bool

use_deprecation_warnings

Print warnings when using deprecated features in the python API (default True)

Type:

bool

use_desktop

Use the current desktop resolution in fullscreen mode (default False)

Type:

bool

use_frame_rate

Respect the frame rate from the Physics panel in the world properties rather than rendering as many frames as possible (default True)

Type:

bool

use_interactive_dynapaint

Blender Dynamic paint at bge runtime (default False)

Type:

bool

use_interactive_rigidbody

Blender Rigidbody sim at bge runtime (experimental) (default False)

Type:

bool

use_python_console

Create a python interpreter console in game (default False)

Type:

bool

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) (default False)

Type:

bool

use_scene_hysteresis

Use LoD Hysteresis setting for the scene (default True)

Type:

bool

use_undo

Undo bpy changes at game engine exit (default True)

Type:

bool

use_viewport_render

Use Blender Render Loop to render the scene (default False)

Type:

bool

vsync

Change vsync settings (default 'ON')

  • OFF Off – Disable vsync.

  • ON On – Enable vsync.

  • ADAPTIVE Adaptive – Enable adaptive vsync (if supported).

Type:

Literal[‘OFF’, ‘ON’, ‘ADAPTIVE’]

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