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Scene Properties

The Scene type exposes the following members.

Properties
  NameDescription
Public propertyAnyData
The user data of the component.
(Inherited from Component.)
Public propertyBackgroundColor
The background color of the scene.
Public propertyBackgroundColorAffectLighting
Whether to affect the background color to ambient lighting.
Public propertyBackgroundColorEnvironmentOverride
Public propertyBackgroundSound
Specifies background sound of the scene. Usually it is a music.
Public propertyBackgroundSoundVolumeInEditor
Specifies background sound volume in the editor.
Public propertyBackgroundSoundVolumeInSimulation
Specifies background sound volume in the simulation.
Public propertyBaseType
Gets the base type of the object.
(Inherited from Component.)
Public propertyBoundsWhenSimulationStarted
Public propertyCachedDirectionalLightsToFastFindByRenderingPipeline
Public propertyCachedObjectsInSpaceToFastFindByRenderingPipeline
Public propertyCameraDefault
The default camera used.
Public propertyCameraEditor
The camera used by the editor in 3D mode.
Public propertyCameraEditor2D
The camera used by the editor in 2D mode.
Public propertyCameraEditor2DPositionZ
Z position of the camera in 2D mode.
Public propertyCloneSupport
Whether the object supports cloning.
(Inherited from Component.)
Public propertyComponents
Gets the collection of the child components.
(Inherited from Component.)
Public propertyCreatedByBaseType
Whether the object is created using a base type.
(Inherited from Component.)
Public propertyDisplayAreas
Whether to display areas.
Public propertyDisplayCameras
Whether to display development data of the cameras.
Public propertyDisplayDecals
Whether to display development data of the decals.
Public propertyDisplayDevelopmentDataInEditor
Whether to show development data in the editor.
Public propertyDisplayDevelopmentDataInSimulation
Whether to show development data in the simulation.
Public propertyDisplayInEditor
Whether to show the object in the editor.
(Inherited from Component.)
Public propertyDisplayLabels
Whether to display development data of the labels.
Public propertyDisplayLights
Whether to display development data of the lights.
Public propertyDisplayObjectInSpaceBounds
Whether to display the bounds of the objects in space.
Public propertyDisplayPhysicalObjects
Whether to display physical objects.
Public propertyDisplayReflectionProbes
Whether to display development data of the reflection probes.
Public propertyDisplaySceneOctree
Whether to display the scene octree.
Public propertyDisplaySensors
Whether to display sensors.
Public propertyDisplaySoundSources
Whether to display development data of the sound sources.
Public propertyDisplayTextInfo
Whether to display text information of the development data.
Public propertyDisplayVolumes
Whether to display volumes.
Public propertyDisposed
Whether the object is disposed.
(Inherited from Component.)
Public propertyEditorDocumentConfiguration
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.)
Public propertyEditorReadOnly
Whether the object is read only in the editor.
(Inherited from Component.)
Public propertyEditorReadOnlyInHierarchy
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.)
Public propertyEnabled
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.)
Public propertyEnabledInHierarchy
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.)
Public propertyEnabledInHierarchyAndIsInstance
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.)
Public propertyStatic memberFirst
Gets first enabled scene.
Public propertyFrustumCullingTest
Enables the frustum culling test.
Public propertyGravity
The gravity applied on the physical objects.
Public propertyGravity2D
The gravity applied on the 2D physical objects.
Public propertyHierarchyController
Gets the object hierarchy control controller.
(Inherited from Component.)
Public propertyStatic memberInternalSimulatePhysics
Public propertyMeshInSpaceStaticModeSectorSize
Public propertyMode
The mode of the scene.
Public propertyName
The name of the component.
(Inherited from Component.)
Public propertyNetworkID (Inherited from Component.)
Public propertyNetworkIsClient (Inherited from Component.)
Public propertyNetworkIsServer
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.)
Public propertyNetworkIsSingle (Inherited from Component.)
Public propertyNetworkIsSingleOrClient (Inherited from Component.)
Public propertyNetworkMode
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.)
Public propertyNetworkModeUsers (Inherited from Component.)
Public propertyOctreeBoundsRebuildExpand
The expand vector of the octree bounds.
Public propertyOctreeEnabled
Enables the scene octree.
Public propertyOctreeMaxNodeCount
The maximum number of nodes created by the octree.
Public propertyOctreeMinNodeSize
The minimum node size of the octree.
Public propertyOctreeObjectCountOutsideOctreeToRebuld
The number of objects to rebuild outside the octree.
Public propertyOctreeObjectCountToCreateChildNodes
The number of objects needed to create child nodes.
Public propertyOctreeThreadingMode
Public propertyParent
Gets the parent object.
(Inherited from Component.)
Public propertyParentRoot
Gets the parent root object.
(Inherited from Component.)
Public propertyPhysicsAdvancedSettings
Whether to enabled advanced settings of the physics world.
Public propertyPhysicsAllowSleeping
If objects can go to sleep or not.
Public propertyPhysicsBaumgarte
Baumgarte stabilization factor (how much of the position error to 'fix' in 1 update) (unit: dimensionless, 0 = nothing, 1 = 100%).
Public propertyPhysicsBodyPairCacheCosMaxDeltaRotationDiv2
Maximum relative delta orientation for body pairs to be able to reuse collision results from last frame, stored as cos(max angle / 2). Default: cos(2 degrees / 2).
Public propertyPhysicsBodyPairCacheMaxDeltaPosition
Maximum relative delta position for body pairs to be able to reuse collision results from last frame (units: meter).
Public propertyPhysicsCheckActiveEdges
When false, we prevent collision against non-active (shared) edges. Mainly for debugging the algorithm.
Public propertyPhysicsCollisionSteps
The amount of collision steps for one update.
Public propertyPhysicsConstraintWarmStart
Whether or not to use warm starting for constraints (initially applying previous frames impulses).
Public propertyPhysicsContactNormalCosMaxDeltaRotation
Maximum angle between normals that allows manifolds between different sub shapes of the same body pair to be combined. Default: cos(5 degree).
Public propertyPhysicsContactPointPreserveLambdaMaxDist
Maximum allowed distance between old and new contact point to preserve contact forces for warm start (units: meter).
Public propertyPhysicsDefaultConvexRadius
In order to speed up the collision detection system, all convex shapes use a convex radius. The provided shape will first be shrunken by the convex radius and then inflated again by the same amount.
Public propertyPhysicsLinearCastMaxPenetration
Fraction of its inner radius a body may penetrate another body for the LinearCast motion quality.
Public propertyPhysicsLinearCastThreshold
Fraction of its inner radius a body must move per step to enable casting for the LinearCast motion quality.
Public propertyPhysicsManifoldTolerance
Max squared distance to use to determine if two points are on the same plane for determining the contact manifold between two shape faces (unit: meter).
Public propertyPhysicsMaxBodies
The max amount of bodies at the same time in the scene. Reopen the scene to apply changes.
Public propertyPhysicsMaxBodyPairs
Maximum amount of body pairs to process (anything else will fall through the world), this number should generally be much higher than the max amount of contact points as there will be lots of bodies close that are not actually touching. Set for to auto mode.
Public propertyPhysicsMaxContactConstraints
Maximum amount of contact constraints to process (anything else will fall through the world). Set 0 for auto mode.
Public propertyPhysicsMaxInFlightBodyPairs
Size of body pairs array, corresponds to the maximum amount of potential body pairs that can be in flight at any time. Setting this to a low value will use less memory but slow down simulation as threads may run out of narrow phase work. Set 0 for auto mode.
Public propertyPhysicsMaxPenetrationDistance
Maximum distance to correct in a single iteration when solving position constraints (unit: meters).
Public propertyPhysicsMinVelocityForRestitution
Minimal velocity needed before a collision can be elastic (unit: m).
Public propertyPhysicsNumPositionSteps
Number of solver position iterations to run.
Public propertyPhysicsNumVelocitySteps
Number of solver velocity iterations to run. Note that this needs to be >= 2 in order for friction to work (friction is applied using the non-penetration impulse from the previous iteration).
Public propertyPhysicsPenetrationSlop
How much bodies are allowed to sink into eachother (unit: meters).
Public propertyPhysicsPointVelocitySleepThreshold
Velocity of points on bounding box of object below which an object can be considered sleeping (unit: m/s).
Public propertyPhysicsSpeculativeContactDistance
Radius around objects inside which speculative contact points will be detected (unit: meters).
Public propertyPhysicsStepListenerBatchesPerJob
How many step listener batches are needed before spawning another job. Set to 2147483647 (INT_MAX) if no parallelism is desired.
Public propertyPhysicsStepListenersBatchSize
How many PhysicsStepListeners to notify in 1 batch.
Public propertyPhysicsTimeBeforeSleep
Time before object is allowed to go to sleep (unit: seconds).
Public propertyPhysicsUseBodyPairContactCache
Whether or not to use the body pair cache, which removes the need for narrow phase collision detection when orientation between two bodies didn't change.
Public propertyPhysicsUseManifoldReduction
Whether or not to reduce manifolds with similar contact normals into one contact manifold.
Public propertyPhysicsWorld
Public propertyPrecipitationFallen
Public propertyPrecipitationFalling
Public propertyRemoveFromParentQueued
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.)
Public propertyRenderingPipeline
The rendering pipeline of the scene.
Public propertySaveSupport
Whether the object supports saving to a file.
(Inherited from Component.)
Public propertyScreenLabel
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.)
Public propertyScreenOrientation
The way to override default screen orientation settings for the scene. The property is used for mobile devices.
Public propertySoundAttenuationFar
The default maximum distance from the listener, after which no sound is heard.
Public propertySoundAttenuationNear
The default minimum distance from the listener, after which the sound begins to weaken.
Public propertySoundRolloffFactor
The default damping factor.
Public propertyTemperature
Public propertyTime
Public propertyTimeOfDay
Public propertyTypeSettingsPrivateObjects
Object settings when used as a type.
(Inherited from Component.)
Public propertyUIScreen
The element of the user interface of the scene that will be used in a simulation.
Public propertyWindDirection
The direction of the wind.
Public propertyWindSpeed
The speed of the wind.
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See Also