Scene#

The Scene tab in Properties Editor exposes options related to the current scene.

Physics#

../../../_images/editors-properties-scene-physics.png

Scene tab’s Physics panel.#

The Physics panel located in the Scene tab determine the type of physical rules that govern the current UPBGE scene, the gravity value to be used and some other options.

Physics Engine

Set the type of physics engine to use.

Bullet

The default physics engine, in active development. It handles movement and collision detection. The things that collide transfer momentum to the collided object.

None

No physics in use. Things are not affected by gravity and can fly about in a virtual space. Objects in motion stay in that motion.

Physics Solver

The physics constraints solver to use.

Sequential

Sequential physics solver, default solver.

NNGC

NNGC physics solver.

MLCP Dantzig

MLCP Dantzig physics solver.

MLCP Lemke

MLCP Lemke physics solver.

Gravity

The gravitational acceleration, m.s-2 (in units of meters per squared second), of this world. Each object that is an actor has a mass and size slider. In conjunction with the frame rate, Blender uses this info to calculate how fast the object should accelerate downward.

Physics Steps
Max

Sets the maximum number of physics steps per game frame if graphics slow down the game. Higher value allows physics to keep up with real-time.

Substeps

Sets the number of simulation sub-steps per physics time step. Higher value give better physics precision.

FPS

Set the nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate.

Time Scale

Time scale to slow down or speed up animations and physics in game.

Logic Steps
Max

Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics.

Physics Deactivation

These settings control the threshold at which physics is deactivated. These settings help reducing the processing spent on Physics simulation during the game.

Linear Threshold

The speed limit under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled when deactivation time is set to 0).

Angular Threshold

Same as linear threshold, but for rotation limit (in rad/s).

Time

The amount of time in which the object must have motion below the thresholds for physics to be disabled (0.0 disables physics deactivation).

Culling
Occlusion Culling

Use optimized Bullet DBVT tree for view frustum and occlusion culling (more efficient, but it can waste unnecessary CPU if the scene doesn’t have occluder objects).

Resolution

The size of the occlusion culling buffer in pixel, use higher value for better precision (slower). The optimized Bullet DBVT for view frustum and occlusion culling is activated internally by default.

Object Activity
Activity Culling

Enable object activity culling in this scene. The culling options can be set individually by object on Activity Culling panel on Object tab.

Obstacle Simulation#

../../../_images/editors-properties-scene-obstacle_simulation.png

Scene tab’s Obstacle Simulation panel.#

Simulation used for obstacle avoidance in UPBGE, based on the RVO (Reciprocal Velocity Obstacles) principle. The aim is to prevent one or more actors colliding with obstacles.

Type
None

Obstacle simulation is disabled, actors are not able to avoid obstacles.

RVO (cells)

Obstacle simulation is based on the RVO method with cell sampling.

RVO (rays)

Obstacle simulation is based on the RVO method with ray sampling.

Level height

Max difference in heights of obstacles to enable their interaction. Used to define minimum margin between obstacles by height, when they are treated as those which are situated one above the other i.e. they does not influence to each other.

Visualization

Enable debug visualization for obstacle simulation.

Level of Detail#

../../../_images/editors-properties-scene-level_of_detail.png

Scene tab’s Level of Detail panel.#

Hysteresis

Use LoD hysteresis settings for the current scene.

Slider from 0% to 100%

Minimum distance change required to transition to the previous level of detail.

Python Console#

../../../_images/editors-properties-scene-python_console.png

Scene tab’s Python Console panel.#

Enabling the panel’s checkbox allows to trigger an interactive Python console when the game is running through the specified shortcut.

Keys

Set the keys to be pressed in order to activate the Python console in game.

Scene#

../../../_images/editors-properties-scene-scene.png

Scene tab’s Scene panel.#

Camera

Used to select which camera is used as the active camera. You can also set the active camera in the 3D View with Ctrl-0.

Background

Allows you to use a scene as a background, this is typically useful when you want to focus on animating the foreground for example, without background elements getting in the way.

This scene can have its own animation, physics simulations, etc, but you will have to select it from the Scene data-block menu, if you want to edit any of its contents.

Sets can themselves have a background set (they’re recursively included). So you can always make additions to existing scenes by using them as a background to a newly created scene where your additions are made.

Tip

This can also be used in combination with Linking to a Scene, where one blend-file contains the environment, which can be reused in many places.

Camera

Active camera, used for rendering the scene.

Background

Background set scene.

Units#

../../../_images/editors-properties-scene-units.png

Scene tab’s Units panel.#

Unit Presets

Common unit scales to use.

Length
None

Uses Blender Units.

Metric, Imperial

Standard unit of measurement for lengths.

Angle

Standard unit for angular measurement.

Degrees, Radians

Tip

When you are using Degrees, the radian value is also displayed in the tooltip.

Unit Scale

Scale factor to use when converting between Blender Units and Metric/Imperial.

Tip

Usually you will want to use the Length presets to change to scale factor, as this does not require looking up values to use for conversion.

Separate Units

When Metric or Imperial display units as multiple values, for example, “2.285m” will become “2m 28.5cm”.

Imperial Units#

Full Name

Short Name(s)

Scale of a Meter

thou

mil

0.0000254

inch

", in

0.0254

foot, feet

', ft

0.3048

yard

yd

0.9144

chain

ch

20.1168

furlong

fur

201.168

mile

mi, m

1609.344

Metric Units#

Full Name

Short Name(s)

Scale of a Meter

micrometer

um

0.000001

millimeter

mm

0.001

centimeter

cm

0.01

decimeter

dm

0.1

meter

m

1.0

dekameter

dam

10.0

hectometer

hm

100.0

kilometer

km

1000.0

Note

The Audio panel settings in Scene tab don’t have effect in UPBGE. For audio settings, see User Preferences.