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Scene Properties

The Scene type exposes the following members.

Properties
 NameDescription
Public propertyStatic member_InternalRendering 
Public propertyStatic member_InternalSimulatePhysics 
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 propertyBackgroundSoundChannel 
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 propertyIsResource
(Inherited from Component)
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 propertyPhysicsDeterministicSimulation Whether to enable the deterministic simulation. This will make the simulation run faster but it will no longer be deterministic.
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 propertyPhysicsUseLargeIslandSplitter Whether to split up large islands into smaller parallel batches of work to improve performance.
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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