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For the discontinued BGE in previous version of Blender (< v2.80), the BPY API is not associated with the BGE API. Any manipulation of mesh data has to be done through the use of methods and properties provided in BGE classes like bge.types.KX_MeshProxy, bge.types.KX_PolyProxy, andbge.types.KX_VertexProxy. You cannot change the topology of a mesh at ...


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bge.types.KX_Scene objects are created on runtime and represent active scenes. Inactive scenes aren't loaded into memory beforehand and therefore aren't available to the BGE until loaded in using the Scene actuator or bge.logic.AddScene(). The code in these that loads scenes is implemented within the BGE source and is not accessible via the Python API. You ...


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That's really a question you should ask the studios, or at least people in the industry who know what the game studios do; but the answer is that if a studio is using Blender, it's most likely to use a workflow of creating a procedural material, baking it, and then texture painting it, possibly baking it again.


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I do not think you can at runtime. Normally you could with enable/disable denoising per Render Layer or through manual Compositing. Render Layers: https://docs.blender.org/manual/en/latest/render/layers/denoising.html Compositing: https://docs.blender.org/manual/en/latest/compositing/types/filter/denoise.html Unfortunately UPBGE does not have any similar ...


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You can prevent the camera view from being obscured by sending a raycast from the camera to check if any object/mesh is in-front of, or behind the camera view, which is the Z-axis of the camera. Here's a great tutorial exampling how to create and implement such a camera raycast for camera collision. Tutorial https://www.youtube.com/watch?v=Jim9W8B1KhU


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I think I made something that you're looking for. A dynamic speed operation that is activated on collision with a speed boost perk. The speed boost is deactivated after a certain stated time has elapsed, thus returning the player speed to its default speed. In my blend you can walk around with W, A, S, D keys, look around with the mouse. And also collide ...


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Logic-Bricks Information You can create a keyframe action with most UI elements by clicking the diamand-shaped icon near an UI element: Which should than automatically create an animation Action which you can select as an animation to play in an Action actuator: I also setup a sync/driver setup for the keyframed Action with a created integer game-property ...


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Short answer, no. UPBGE 0.3's overlay pipeline is somewhat lacking in terms of performance. Here is youle one of the core developers explaining a partial solution earlier this year to someone else who had a similar question about his UPBGE 0.3 project: Manually constructing your own UI with the BGL/BLF modules' would be better. Here is the blend that youle ...


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add 2 more properties to your character: speed and oldMove you could use this script: import bge from bge import render cont = bge.logic.getCurrentController() own = cont.owner scene = bge.logic.getCurrentScene() empty = scene.objects["Empty"] pointer = scene.objects["Empty.002"] empty.worldPosition = own.worldPosition move = 1 ...


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