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I'm using Blender 2.8+ and I found a web page containing a nice python script to generate a labyrinth. I copied the script in Blenders text editor and an error occurred at line 88:

bpy.context.scene.objects.link (object)

AttributeError: 'bpy_prop_collection' object has no attribute 'link' Error: Python script failed, check the message in the system console

Unfortunately, I have no idea what a 'bpy_prop_collection' is and I don't know where to start fixing this issue. What I need to do in order to make the script work for Blender 2.8x?

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    $\begingroup$ Need waaay more information. "The error" is not a basis for debugging. At least paste error output and tell us what version you're using. $\endgroup$ Dec 30, 2019 at 13:26
  • $\begingroup$ Related blender.stackexchange.com/questions/95408/… Found via googling ""site:blender.stackexchange.com bpy_prop_collection' object has no attribute 'link'" For scripts like above, recommend adding a comment to the blog re the error, or now by adding a link to upgraded to 2.8x code supplied by @brockmann $\endgroup$
    – batFINGER
    Jan 1, 2020 at 3:01

1 Answer 1

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If you are interested: As of Blender 2.8x SceneObjects.link(object) is gone due to the new collection system. You can use CollectionObjects.link(my_object) instead so you just need to replace a single line to "update the script" for Blender 2.8x:

- bpy.context.scene.objects.link(object)
+ bpy.context.collection.objects.link(object)

Blender 2.80: Python API Changes


blender labyrinth generator 2.8x:

from random import shuffle 
from array import * 
import bpy

N=1
S=2
E=4
W=8

odir = {}
odir[N] = S
odir[S] = N
odir[W] = E
odir[E] = W

WIDTH=40
HEIGHT=40

coords = []
faces = []

d = [[0 for col in range(WIDTH)] for row in range(HEIGHT)]

for i in range(0,WIDTH):
    for j in range(0, HEIGHT):
        d[i][j] = 0

def carve( x, y ):
    dirs = [N,S,W,E]
    shuffle(dirs)

    for i in dirs:
        print(i)
        nx = x
        if i == E:
            nx =  nx + 1
        if i == W:
            nx = nx - 1
        ny = y
        if i == S:
            ny = ny +1
        if i == N:
            ny = ny - 1
        if nx >= 0 and nx < WIDTH and ny >=0 and ny < HEIGHT and d[nx][ny] == 0:
                d[x][y] = d[x][y] | i
                d[nx][ny] = d[nx][ny]  | odir[i]
                carve(nx, ny)

carve(0,0)

idx=0
step = 0.1

for x in range(0,WIDTH):
    for y in range( 0, HEIGHT ):
        if ( d[x][y] & N ) == 0:
            coords.append((x * step , y * step, 0 ))
            coords.append(((x+1) * step, y * step, 0 ))
            coords.append(((x+1) * step, y * step, step ))
            coords.append((x * step, y * step, step ))
            faces.append(( idx, idx+1, idx+2, idx+3))
            idx+=4
        if ( d[x][y] & S ) == 0:
            coords.append((x * step , (y+1) * step, 0 ))
            coords.append(((x+1) * step, (y+1) * step, 0 ))
            coords.append(((x+1) * step, (y+1) * step, step ))
            coords.append((x * step, (y+1) * step, step ))
            faces.append(( idx, idx+1, idx+2, idx+3))
            idx+=4
        if ( d[x][y] & E ) == 0:
            coords.append(((x+1) * step, y * step, 0 ))
            coords.append(((x+1) * step, (y+1) * step, 0 ))
            coords.append(((x+1) * step, (y+1) * step, step ))
            coords.append(((x+1) * step, y * step, step ))
            faces.append(( idx, idx+1, idx+2, idx+3))
            idx+=4
        if ( d[x][y] & W ) == 0:
            coords.append((x * step, y * step, 0 ))
            coords.append((x * step, (y+1) * step, 0 ))
            coords.append((x * step, (y+1) * step, step ))
            coords.append((x * step, y * step, step ))
            faces.append(( idx, idx+1, idx+2, idx+3))
            idx+=4

mesh = bpy.data.meshes.new(name="MyMesh")

object = bpy.data.objects.new( 'MESH', mesh )
bpy.context.scene.collection.objects.link( object )

mesh.from_pydata( coords, [], faces )
mesh.update( calc_edges=True )
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