I try to run a simple python invisible visible toggling python controller module. This works well inside blender, but not in the generated game engine runtime.

I have:

  • a 'Cube' mesh
  • a keyboard sensor named 'VisibilityKey' with 'All Keys' selected
  • a python controller in 'Module' mode with source 'mybpylib.visibilitytoggle'
  • controller and sensor are linked.

In the mybpylib.py file i have the following code:

def visibilitytoggle(o_ctrlr):
    if (o_ctrlr.sensors["VisibilityKey"].positive):
        for _ in o_ctrlr.sensors["VisibilityKey"].events:
            if (o_ctrlr.owner.visible == True):
                o_ctrlr.owner.visible = False
                print("i was visible")
                o_ctrlr.owner.visible = True
                print("i was invisible")

When I inside blender game engine press 'P' the invisible visibile toggling of the cube woks perfectly by pressing any key.

When I 'File / Save As Game Engine Runtime' the game get saved, but when I start the executable the invisible visible toggling does not work.

I am using:

  • Blender version 2.78c (and corresponding blenderplayer)
  • on MacOS X 10.12.5 (sierra)

I am still quit a blender noob. It might be that I miss something simple but I can not figure out what. Any help is appreciated.


  • $\begingroup$ I think that you dont need the loop ´´for _ in o_ctrlr.sensors["VisibilityKey"].events:´´ [blenderartists.org/forum/… (blenderartists.org/forum/…) $\endgroup$ Commented Jul 8, 2017 at 6:45
  • $\begingroup$ @Strapicarus : you might be right. it would work as well. This it just for the Lucky Luke case, when you faster type as the blender engine can process it ; ). $\endgroup$
    – bue
    Commented Jul 8, 2017 at 7:30

1 Answer 1


Monster's hint pointed me towards the real answer: Always look at the console window, when you are working with python. (HowTo is described here: https://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/Interface/Window_system/Console_window .) When I was using the Embedded Player in the Blender Game Properties Editor, the console printed out that it not can "import bpy". So I realized that I only have to "import bge" and not have to "import bpy".

The second part to the answer I found in MikePan's answer in this post: Packaging external libraries in the game engine 'Create Runtime'. I work on a Mac and I simply had to copy the python file withe code for the controller into the Content/MacOS/Resources folder of the Save As Game Engine Runtime generated app.

This question and comments are as well related to the topic: BGE: where to place external python modules when exporting for Mac OS X

  • 1
    $\begingroup$ Always look at the console window, when you are working with python. $\endgroup$
    – Monster
    Commented Jul 10, 2017 at 4:31
  • $\begingroup$ Thank you @Monster. As you can see in my edited answer, this was really helpful hint. $\endgroup$
    – bue
    Commented Jul 20, 2017 at 16:22

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .