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<section id="kx-scene-exp-pyobjectplus">
<h1>KX_Scene(EXP_PyObjectPlus)<a class="headerlink" href="#kx-scene-exp-pyobjectplus" title="Link to this heading"></a></h1>
<p>base class — <a class="reference internal" href="bge.types.EXP_PyObjectPlus.html#bge.types.EXP_PyObjectPlus" title="bge.types.EXP_PyObjectPlus"><code class="xref py py-class docutils literal notranslate"><span class="pre">EXP_PyObjectPlus</span></code></a></p>
<dl class="py class">
<dt class="sig sig-object py" id="bge.types.KX_Scene">
<em class="property"><span class="pre">class</span><span class="w"> </span></em><span class="sig-prename descclassname"><span class="pre">bge.types.</span></span><span class="sig-name descname"><span class="pre">KX_Scene</span></span><a class="headerlink" href="#bge.types.KX_Scene" title="Link to this definition"></a></dt>
<dd><p>An active scene that gives access to objects, cameras, lights and scene attributes.</p>
<p>The activity culling stuff is supposed to disable logic bricks when their owner gets too far
from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows
what it does!</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">bge</span> <span class="kn">import</span> <span class="n">logic</span>
<span class="c1"># get the scene</span>
<span class="n">scene</span> <span class="o">=</span> <span class="n">logic</span><span class="o">.</span><span class="n">getCurrentScene</span><span class="p">()</span>
<span class="c1"># print all the objects in the scene</span>
<span class="k">for</span> <span class="nb">object</span> <span class="ow">in</span> <span class="n">scene</span><span class="o">.</span><span class="n">objects</span><span class="p">:</span>
<span class="nb">print</span><span class="p">(</span><span class="nb">object</span><span class="o">.</span><span class="n">name</span><span class="p">)</span>
<span class="c1"># get an object named 'Cube'</span>
<span class="nb">object</span> <span class="o">=</span> <span class="n">scene</span><span class="o">.</span><span class="n">objects</span><span class="p">[</span><span class="s2">"Cube"</span><span class="p">]</span>
<span class="c1"># get the first object in the scene.</span>
<span class="nb">object</span> <span class="o">=</span> <span class="n">scene</span><span class="o">.</span><span class="n">objects</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span>
</pre></div>
</div>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># Get the depth of an object in the camera view.</span>
<span class="kn">from</span> <span class="nn">bge</span> <span class="kn">import</span> <span class="n">logic</span>
<span class="nb">object</span> <span class="o">=</span> <span class="n">logic</span><span class="o">.</span><span class="n">getCurrentController</span><span class="p">()</span><span class="o">.</span><span class="n">owner</span>
<span class="n">cam</span> <span class="o">=</span> <span class="n">logic</span><span class="o">.</span><span class="n">getCurrentScene</span><span class="p">()</span><span class="o">.</span><span class="n">active_camera</span>
<span class="c1"># Depth is negative and decreasing further from the camera</span>
<span class="n">depth</span> <span class="o">=</span> <span class="nb">object</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span><span class="o">*</span><span class="n">cam</span><span class="o">.</span><span class="n">world_to_camera</span><span class="p">[</span><span class="mi">2</span><span class="p">][</span><span class="mi">0</span><span class="p">]</span> <span class="o">+</span> <span class="nb">object</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span><span class="o">*</span><span class="n">cam</span><span class="o">.</span><span class="n">world_to_camera</span><span class="p">[</span><span class="mi">2</span><span class="p">][</span><span class="mi">1</span><span class="p">]</span> <span class="o">+</span> <span class="nb">object</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">2</span><span class="p">]</span><span class="o">*</span><span class="n">cam</span><span class="o">.</span><span class="n">world_to_camera</span><span class="p">[</span><span class="mi">2</span><span class="p">][</span><span class="mi">2</span><span class="p">]</span> <span class="o">+</span> <span class="n">cam</span><span class="o">.</span><span class="n">world_to_camera</span><span class="p">[</span><span class="mi">2</span><span class="p">][</span><span class="mi">3</span><span class="p">]</span>
</pre></div>
</div>
<p>@bug: All attributes are read only at the moment.</p>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.name">
<span class="sig-name descname"><span class="pre">name</span></span><a class="headerlink" href="#bge.types.KX_Scene.name" title="Link to this definition"></a></dt>
<dd><p>The scene’s name, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>string</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.objects">
<span class="sig-name descname"><span class="pre">objects</span></span><a class="headerlink" href="#bge.types.KX_Scene.objects" title="Link to this definition"></a></dt>
<dd><p>A list of objects in the scene, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.EXP_ListValue.html#bge.types.EXP_ListValue" title="bge.types.EXP_ListValue"><code class="xref py py-class docutils literal notranslate"><span class="pre">EXP_ListValue</span></code></a> of <a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.objectsInactive">
<span class="sig-name descname"><span class="pre">objectsInactive</span></span><a class="headerlink" href="#bge.types.KX_Scene.objectsInactive" title="Link to this definition"></a></dt>
<dd><p>A list of objects on background layers (used for the addObject actuator), (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.EXP_ListValue.html#bge.types.EXP_ListValue" title="bge.types.EXP_ListValue"><code class="xref py py-class docutils literal notranslate"><span class="pre">EXP_ListValue</span></code></a> of <a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.lights">
<span class="sig-name descname"><span class="pre">lights</span></span><a class="headerlink" href="#bge.types.KX_Scene.lights" title="Link to this definition"></a></dt>
<dd><p>A list of lights in the scene, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.EXP_ListValue.html#bge.types.EXP_ListValue" title="bge.types.EXP_ListValue"><code class="xref py py-class docutils literal notranslate"><span class="pre">EXP_ListValue</span></code></a> of <a class="reference internal" href="bge.types.KX_LightObject.html#bge.types.KX_LightObject" title="bge.types.KX_LightObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_LightObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.cameras">
<span class="sig-name descname"><span class="pre">cameras</span></span><a class="headerlink" href="#bge.types.KX_Scene.cameras" title="Link to this definition"></a></dt>
<dd><p>A list of cameras in the scene, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.EXP_ListValue.html#bge.types.EXP_ListValue" title="bge.types.EXP_ListValue"><code class="xref py py-class docutils literal notranslate"><span class="pre">EXP_ListValue</span></code></a> of <a class="reference internal" href="bge.types.KX_Camera.html#bge.types.KX_Camera" title="bge.types.KX_Camera"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_Camera</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.texts">
<span class="sig-name descname"><span class="pre">texts</span></span><a class="headerlink" href="#bge.types.KX_Scene.texts" title="Link to this definition"></a></dt>
<dd><p>A list of texts in the scene, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.EXP_ListValue.html#bge.types.EXP_ListValue" title="bge.types.EXP_ListValue"><code class="xref py py-class docutils literal notranslate"><span class="pre">EXP_ListValue</span></code></a> of <a class="reference internal" href="bge.types.KX_FontObject.html#bge.types.KX_FontObject" title="bge.types.KX_FontObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_FontObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.active_camera">
<span class="sig-name descname"><span class="pre">active_camera</span></span><a class="headerlink" href="#bge.types.KX_Scene.active_camera" title="Link to this definition"></a></dt>
<dd><p>The current active camera.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">bge</span>
<span class="n">own</span> <span class="o">=</span> <span class="n">bge</span><span class="o">.</span><span class="n">logic</span><span class="o">.</span><span class="n">getCurrentController</span><span class="p">()</span><span class="o">.</span><span class="n">owner</span>
<span class="n">scene</span> <span class="o">=</span> <span class="n">own</span><span class="o">.</span><span class="n">scene</span>
<span class="n">scene</span><span class="o">.</span><span class="n">active_camera</span> <span class="o">=</span> <span class="n">scene</span><span class="o">.</span><span class="n">objects</span><span class="p">[</span><span class="s2">"Camera.001"</span><span class="p">]</span>
</pre></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.KX_Camera.html#bge.types.KX_Camera" title="bge.types.KX_Camera"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_Camera</span></code></a></p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>This can be set directly from python to avoid using the <code class="xref py py-class docutils literal notranslate"><span class="pre">KX_SceneActuator</span></code>.</p>
</div>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.overrideCullingCamera">
<span class="sig-name descname"><span class="pre">overrideCullingCamera</span></span><a class="headerlink" href="#bge.types.KX_Scene.overrideCullingCamera" title="Link to this definition"></a></dt>
<dd></dd></dl>
<div class="deprecated">
<p><span class="versionmodified deprecated">Deprecated since version 0.3.0: </span>The override camera used for scene culling, if set to None the culling is proceeded with the camera used to render.</p>
<dl class="field-list simple">
<dt class="field-odd">type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.KX_Camera.html#bge.types.KX_Camera" title="bge.types.KX_Camera"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_Camera</span></code></a> or None</p>
</dd>
</dl>
</div>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.world">
<span class="sig-name descname"><span class="pre">world</span></span><a class="headerlink" href="#bge.types.KX_Scene.world" title="Link to this definition"></a></dt>
<dd></dd></dl>
<div class="deprecated">
<p><span class="versionmodified deprecated">Deprecated since version 0.3.0: </span>The current active world, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">type<span class="colon">:</span></dt>
<dd class="field-odd"><p><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_WorldInfo</span></code></p>
</dd>
</dl>
</div>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.filterManager">
<span class="sig-name descname"><span class="pre">filterManager</span></span><a class="headerlink" href="#bge.types.KX_Scene.filterManager" title="Link to this definition"></a></dt>
<dd><p>The scene’s 2D filter manager, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.KX_2DFilterManager.html#bge.types.KX_2DFilterManager" title="bge.types.KX_2DFilterManager"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_2DFilterManager</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.suspended">
<span class="sig-name descname"><span class="pre">suspended</span></span><a class="headerlink" href="#bge.types.KX_Scene.suspended" title="Link to this definition"></a></dt>
<dd></dd></dl>
<div class="deprecated">
<p><span class="versionmodified deprecated">Deprecated since version 0.3.0: </span>True if the scene is suspended, (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</div>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.activityCulling">
<span class="sig-name descname"><span class="pre">activityCulling</span></span><a class="headerlink" href="#bge.types.KX_Scene.activityCulling" title="Link to this definition"></a></dt>
<dd><p>True if the scene allow object activity culling.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.dbvt_culling">
<span class="sig-name descname"><span class="pre">dbvt_culling</span></span><a class="headerlink" href="#bge.types.KX_Scene.dbvt_culling" title="Link to this definition"></a></dt>
<dd></dd></dl>
<div class="deprecated">
<p><span class="versionmodified deprecated">Deprecated since version 0.3.0: </span>True when Dynamic Bounding box Volume Tree is set (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</div>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.pre_draw">
<span class="sig-name descname"><span class="pre">pre_draw</span></span><a class="headerlink" href="#bge.types.KX_Scene.pre_draw" title="Link to this definition"></a></dt>
<dd><p>A list of callables to be run before the render step. The callbacks can take as argument the rendered camera.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>list</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.post_draw">
<span class="sig-name descname"><span class="pre">post_draw</span></span><a class="headerlink" href="#bge.types.KX_Scene.post_draw" title="Link to this definition"></a></dt>
<dd><p>A list of callables to be run after the render step.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>list</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.pre_draw_setup">
<span class="sig-name descname"><span class="pre">pre_draw_setup</span></span><a class="headerlink" href="#bge.types.KX_Scene.pre_draw_setup" title="Link to this definition"></a></dt>
<dd><p>A list of callables to be run before the drawing setup (i.e., before the model view and projection matrices are computed).
The callbacks can take as argument the rendered camera, the camera could be temporary in case of stereo rendering.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>list</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.onRemove">
<span class="sig-name descname"><span class="pre">onRemove</span></span><a class="headerlink" href="#bge.types.KX_Scene.onRemove" title="Link to this definition"></a></dt>
<dd><p>A list of callables to run when the scene is destroyed.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="nd">@scene</span><span class="o">.</span><span class="n">onRemove</span><span class="o">.</span><span class="n">append</span>
<span class="k">def</span> <span class="nf">callback</span><span class="p">(</span><span class="n">scene</span><span class="p">):</span>
<span class="nb">print</span><span class="p">(</span><span class="s1">'exiting </span><span class="si">%s</span><span class="s1">...'</span> <span class="o">%</span> <span class="n">scene</span><span class="o">.</span><span class="n">name</span><span class="p">)</span>
</pre></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>list</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Scene.gravity">
<span class="sig-name descname"><span class="pre">gravity</span></span><a class="headerlink" href="#bge.types.KX_Scene.gravity" title="Link to this definition"></a></dt>
<dd><p>The scene gravity using the world x, y and z axis.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>Vector((gx, gy, gz))</p>
</dd>
</dl>
</dd></dl>
<dl class="py property">
<dt class="sig sig-object py" id="bge.types.KX_Scene.logger">
<em class="property"><span class="pre">property</span><span class="w"> </span></em><span class="sig-name descname"><span class="pre">logger</span></span><a class="headerlink" href="#bge.types.KX_Scene.logger" title="Link to this definition"></a></dt>
<dd><p>A logger instance that can be used to log messages related to this object (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p><code class="xref py py-class docutils literal notranslate"><span class="pre">logging.Logger</span></code></p>
</dd>
</dl>
</dd></dl>
<dl class="py property">
<dt class="sig sig-object py" id="bge.types.KX_Scene.loggerName">
<em class="property"><span class="pre">property</span><span class="w"> </span></em><span class="sig-name descname"><span class="pre">loggerName</span></span><a class="headerlink" href="#bge.types.KX_Scene.loggerName" title="Link to this definition"></a></dt>
<dd><p>A name used to create the logger instance. By default, it takes the form <em>KX_Scene[Name]</em>.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>str</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.addObject">
<span class="sig-name descname"><span class="pre">addObject</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">object</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">reference</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">time</span></span><span class="o"><span class="pre">=</span></span><span class="default_value"><span class="pre">0.0</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">dupli</span></span><span class="o"><span class="pre">=</span></span><span class="default_value"><span class="pre">False</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.addObject" title="Link to this definition"></a></dt>
<dd><p>Adds an object to the scene like the Add Object Actuator would.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>object</strong> (<a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a> or string) – The (name of the) object to add.</p></li>
<li><p><strong>reference</strong> (<a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a> or string) – The (name of the) object which position, orientation, and scale to copy (optional), if the object to add is a light and there is not reference the light’s layer will be the same that the active layer in the blender scene.</p></li>
<li><p><strong>time</strong> (<em>float</em>) – The lifetime of the added object, in frames (assumes one frame is 1/60 second). A time of 0.0 means the object will last forever (optional).</p></li>
<li><p><strong>dupli</strong> (<em>boolean</em>) – Full duplication of object data (mesh, materials…).</p></li>
</ul>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p>The newly added object.</p>
</dd>
<dt class="field-odd">Return type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.end">
<span class="sig-name descname"><span class="pre">end</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.end" title="Link to this definition"></a></dt>
<dd><p>Removes the scene from the game.</p>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.restart">
<span class="sig-name descname"><span class="pre">restart</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.restart" title="Link to this definition"></a></dt>
<dd><p>Restarts the scene.</p>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.replace">
<span class="sig-name descname"><span class="pre">replace</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">scene</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.replace" title="Link to this definition"></a></dt>
<dd><p>Replaces this scene with another one.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>scene</strong> (<em>string</em>) – The name of the scene to replace this scene with.</p>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p>True if the scene exists and was scheduled for addition, False otherwise.</p>
</dd>
<dt class="field-odd">Return type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.suspend">
<span class="sig-name descname"><span class="pre">suspend</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.suspend" title="Link to this definition"></a></dt>
<dd></dd></dl>
<div class="deprecated">
<p><span class="versionmodified deprecated">Deprecated since version 0.3.0: </span>Suspends this scene.</p>
</div>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.resume">
<span class="sig-name descname"><span class="pre">resume</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.resume" title="Link to this definition"></a></dt>
<dd></dd></dl>
<div class="deprecated">
<p><span class="versionmodified deprecated">Deprecated since version 0.3.0: </span>Resume this scene.</p>
</div>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.get">
<span class="sig-name descname"><span class="pre">get</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">key</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">default</span></span><span class="o"><span class="pre">=</span></span><span class="default_value"><span class="pre">None</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.get" title="Link to this definition"></a></dt>
<dd><p>Return the value matching key, or the default value if its not found.
:return: The key value or a default.</p>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.drawObstacleSimulation">
<span class="sig-name descname"><span class="pre">drawObstacleSimulation</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.drawObstacleSimulation" title="Link to this definition"></a></dt>
<dd><p>Draw debug visualization of obstacle simulation.</p>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.convertBlenderObject">
<span class="sig-name descname"><span class="pre">convertBlenderObject</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">blenderObject</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.convertBlenderObject" title="Link to this definition"></a></dt>
<dd><p>Converts a <a class="reference internal" href="bpy.types.Object.html#bpy.types.Object" title="bpy.types.Object"><code class="xref py py-class docutils literal notranslate"><span class="pre">Object</span></code></a> into a <a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a> during runtime.
For example, you can append an Object from another .blend file during bge runtime
using: bpy.ops.wm.append(…) then convert this Object into a KX_GameObject to have
logic bricks, physics… converted. This is meant to replace libload.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>blenderObject</strong> (<a class="reference internal" href="bpy.types.Object.html#bpy.types.Object" title="bpy.types.Object"><code class="xref py py-class docutils literal notranslate"><span class="pre">Object</span></code></a>) – The Object to be converted.</p>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p>Returns the newly converted gameobject.</p>
</dd>
<dt class="field-odd">Return type<span class="colon">:</span></dt>
<dd class="field-odd"><p><a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.convertBlenderObjectsList">
<span class="sig-name descname"><span class="pre">convertBlenderObjectsList</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">blenderObjectsList</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">asynchronous</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.convertBlenderObjectsList" title="Link to this definition"></a></dt>
<dd><p>Converts all bpy.types.Object inside a python List into its correspondent <a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a> during runtime.
For example, you can append an Object List during bge runtime using: ob = object_data_add(…) and ML.append(ob) then convert the Objects
inside the List into several KX_GameObject to have logic bricks, physics… converted. This is meant to replace libload.
The conversion can be asynchronous or synchronous.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>blenderObjectsList</strong> (list of <a class="reference internal" href="bpy.types.Object.html#bpy.types.Object" title="bpy.types.Object"><code class="xref py py-class docutils literal notranslate"><span class="pre">Object</span></code></a>) – The Object list to be converted.</p></li>
<li><p><strong>asynchronous</strong> (<em>boolean</em>) – The Object list conversion can be asynchronous or not.</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.convertBlenderCollection">
<span class="sig-name descname"><span class="pre">convertBlenderCollection</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">blenderCollection</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">asynchronous</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.convertBlenderCollection" title="Link to this definition"></a></dt>
<dd><p>Converts all bpy.types.Object inside a Collection into its correspondent <a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a> during runtime.
For example, you can append a Collection from another .blend file during bge runtime
using: bpy.ops.wm.append(…) then convert the Objects inside the Collection into several KX_GameObject to have
logic bricks, physics… converted. This is meant to replace libload. The conversion can be asynchronous
or synchronous.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>blenderCollection</strong> (<a class="reference internal" href="bpy.types.Collection.html#bpy.types.Collection" title="bpy.types.Collection"><code class="xref py py-class docutils literal notranslate"><span class="pre">Collection</span></code></a>) – The collection to be converted.</p></li>
<li><p><strong>asynchronous</strong> (<em>boolean</em>) – The collection conversion can be asynchronous or not.</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.convertBlenderAction">
<span class="sig-name descname"><span class="pre">convertBlenderAction</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">Action</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.convertBlenderAction" title="Link to this definition"></a></dt>
<dd><p>Registers a bpy.types.Action into the bge logic manager to be abled to play it during runtime.
For example, you can append an Action from another .blend file during bge runtime
using: bpy.ops.wm.append(…) then register this Action to be abled to play it.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>Action</strong> (<a class="reference internal" href="bpy.types.Action.html#bpy.types.Action" title="bpy.types.Action"><code class="xref py py-class docutils literal notranslate"><span class="pre">Action</span></code></a>) – The Action to be converted.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.unregisterBlenderAction">
<span class="sig-name descname"><span class="pre">unregisterBlenderAction</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">Action</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.unregisterBlenderAction" title="Link to this definition"></a></dt>
<dd><p>Unregisters a bpy.types.Action from the bge logic manager.
The unregistered action will still be in the .blend file
but can’t be played anymore with bge. If you want to completely
remove the action you need to call bpy.data.actions.remove(Action, do_unlink=True)
after you unregistered it from bge logic manager.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>Action</strong> (<a class="reference internal" href="bpy.types.Action.html#bpy.types.Action" title="bpy.types.Action"><code class="xref py py-class docutils literal notranslate"><span class="pre">Action</span></code></a>) – The Action to be unregistered.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.addOverlayCollection">
<span class="sig-name descname"><span class="pre">addOverlayCollection</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">kxCamera</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">blenderCollection</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.addOverlayCollection" title="Link to this definition"></a></dt>
<dd><p>Adds an overlay collection (as with collection actuator) to render this collection objects
during a second render pass in overlay using the KX_Camera passed as argument.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>kxCamera</strong> (<a class="reference internal" href="bge.types.KX_Camera.html#bge.types.KX_Camera" title="bge.types.KX_Camera"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_Camera</span></code></a>) – The camera used to render the overlay collection.</p></li>
<li><p><strong>blenderCollection</strong> (<a class="reference internal" href="bpy.types.Collection.html#bpy.types.Collection" title="bpy.types.Collection"><code class="xref py py-class docutils literal notranslate"><span class="pre">Collection</span></code></a>) – The overlay collection to add.</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.removeOverlayCollection">
<span class="sig-name descname"><span class="pre">removeOverlayCollection</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">blenderCollection</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.removeOverlayCollection" title="Link to this definition"></a></dt>
<dd><p>Removes an overlay collection (as with collection actuator).</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>blenderCollection</strong> (<a class="reference internal" href="bpy.types.Collection.html#bpy.types.Collection" title="bpy.types.Collection"><code class="xref py py-class docutils literal notranslate"><span class="pre">Collection</span></code></a>) – The overlay collection to remove.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Scene.getGameObjectFromObject">
<span class="sig-name descname"><span class="pre">getGameObjectFromObject</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">blenderObject</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Scene.getGameObjectFromObject" title="Link to this definition"></a></dt>
<dd><p>Get the KX_GameObject corresponding to the blenderObject.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>blenderObject</strong> (<a class="reference internal" href="bpy.types.Object.html#bpy.types.Object" title="bpy.types.Object"><code class="xref py py-class docutils literal notranslate"><span class="pre">bpy.types.Object</span></code></a>) – the Object from which we want to get the KX_GameObject.</p>
</dd>
<dt class="field-even">Return type<span class="colon">:</span></dt>
<dd class="field-even"><p><a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
</dd>
</dl>
</dd></dl>
</dd></dl>
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