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	<title>Doc:2.6/Manual/Game Engine/Logic/Sensors/Types - 版の履歴</title>
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	<updated>2026-05-19T23:26:46Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Game_Engine/Logic/Sensors/Types&amp;diff=105573&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Game_Engine/Logic/Sensors/Types&amp;diff=105573&amp;oldid=prev"/>
		<updated>2018-06-28T19:44:30Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:44時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Game_Engine/Logic/Sensors/Types&amp;diff=105572&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Doc:2.5/Manual/Game Engine/Logic/Sensors/Types to Doc:2.6/Manual/Game Engine/Logic/Sensors/Types</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Game_Engine/Logic/Sensors/Types&amp;diff=105572&amp;oldid=prev"/>
		<updated>2011-12-15T02:11:45Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Doc:2.5/Manual/Game_Engine/Logic/Sensors/Types&quot; class=&quot;mw-redirect&quot; title=&quot;Doc:2.5/Manual/Game Engine/Logic/Sensors/Types&quot;&gt;Doc:2.5/Manual/Game Engine/Logic/Sensors/Types&lt;/a&gt; to &lt;a href=&quot;/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Types&quot; title=&quot;Doc:2.6/Manual/Game Engine/Logic/Sensors/Types&quot;&gt;Doc:2.6/Manual/Game Engine/Logic/Sensors/Types&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5|Doc:2.5/Manual/Game Engine/Logic/Sensors|Doc:2.5/Manual/Game Engine/Logic/Controllers}}&lt;br /&gt;
{{review|text=api links are 2.4x and would be good to split in one sensor per pagewith an example|im=2.4|split=X}} &lt;br /&gt;
=Sensor types=&lt;br /&gt;
==Actuator sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Actuator.png|right|thumb|235px|Actuator sensor]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Actuator}} sensor is set off when an actuator with the name specified in the {{Literal|Actuator}} field is activated.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_ActuatorSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Always sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Always.png|right|thumb|235px|Always sensor]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Always}} sensor is used for things that need to be done every logic tick, or at every ''x'' logic tick (with non-null {{Literal|f}}), or at start-up (with {{Literal|Tap}}).&lt;br /&gt;
&lt;br /&gt;
This sensor doesn’t have any options apart from the general sensor ones.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_AlwaysSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Collision sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Collision_property.png|right|thumb|235px|Collision sensor]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Collision_material.png|right|thumb|235px|Collision sensor]]&lt;br /&gt;
&lt;br /&gt;
A {{Literal|Collision}} sensor works like a {{Literal|Touch}} sensor but can also filter by property. Only objects with the property with that name will generate a positive pulse upon collision. Leave blank for collision with any object.&lt;br /&gt;
&lt;br /&gt;
The {{Button|Pulse}} button makes it sensible to other collisions even if it is still in touch with the object that triggered the last positive pulse.&lt;br /&gt;
&lt;br /&gt;
The {{Button|M/P}} button toggles between material and property filtering.&lt;br /&gt;
&amp;lt;!--not yet existing! [http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_CollisionSensor-class.html GameLogic python API].--&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Delay sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Delay.png|right|thumb|235px|Delay sensor]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Delay}} sensor is designed for delaying reactions a number of logic ticks. This is useful if an other action has to be done first or to time events.&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Delay}} sensor has three options:&lt;br /&gt;
*{{Literal|Delay}} is the number of logic ticks the sensor waits before sending a positive pulse.&lt;br /&gt;
*{{Literal|Duration}} is the time the sensor waits before sending the negative pulse.&lt;br /&gt;
*{{Literal|Repeat}} makes the sensor restart after the delay and duration time is up.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_DelaySensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Joystick sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Joystick.png|right|thumb|235px|Joystick sensor]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Joystick_options.png|right|thumb|235px|Joystick sensor events menu]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Joystick}} sensor detect joystick events.&lt;br /&gt;
&lt;br /&gt;
{{Literal|Index}} specifies which joystick to use.&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Event Type}} menu specifies which joystick event to use&lt;br /&gt;
:;{{Literal|Button}}&lt;br /&gt;
::Specify the {{Literal|button number}} to use.&lt;br /&gt;
::{{Literal|All Events}}&lt;br /&gt;
:::Triggered by all events on this joystick's current type&lt;br /&gt;
&lt;br /&gt;
:;{{Literal|Axis}}&lt;br /&gt;
::{{Literal|Axis Number}} specifies the axis&lt;br /&gt;
::{{Literal|Axis Threshold}} specifies the precision&lt;br /&gt;
::{{Literal|Axis Direction}} specifies the direction to use: Left, Right, Up, Down&lt;br /&gt;
&lt;br /&gt;
:;{{Literal|Hat}}&lt;br /&gt;
::Use a specific {{Literal|Hat number}}&lt;br /&gt;
::{{Literal|Hat Direction}} specifies the direction to use: up, down, left, right, up/right, up/left, down/right, down/left.&lt;br /&gt;
&lt;br /&gt;
:;{{Literal|Single Axis}}&lt;br /&gt;
::Use a single Axis&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_JoystickSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Keyboard sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Keyboard.png|right|thumb|235px|Keyboard sensor]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Keyboard}} sensor is for detecting keyboard input, it can also save keyboard input to a [[Doc:2.5/Manual/Game Engine/Logic/Properties#Property types|String property]].&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Key}} field is for single key presses. Press the button with no label and a key to assign that key to the sensor. This is the active key, which will trigger the positive pulse. Click the button and then click outside of the button to deassign the key. &lt;br /&gt;
&lt;br /&gt;
The {{Button|All keys}} button will hide all other button and send positive pulses on all key presses. This is useful for custom key maps with a [[Doc:Manual/Game Engine/Logic/Controllers#Python Controller|{{Literal|Python}} controller]].&lt;br /&gt;
&lt;br /&gt;
The {{Button|Modifier}} buttons work the same way as the key button but won’t set off a positive pulse unless hold down while the key button is pressed. You can have up to two of hold buttons. If a key is assigned here, a positive pulse won’t be send unless both/all keys are pressed. This is useful if you wish to have for example {{Shortcut|ctrl|R}} or {{Shortcut|shift|alt|Esc}} to do a specific action.&lt;br /&gt;
&lt;br /&gt;
{{Literal|LogToggle}} field assigns a {{Literal|Bool}} property which determines if the keystroke will be logged in the {{Literal|String}} property (true) or not (false). This needs to be here if you wish to log your keystrokes.&lt;br /&gt;
&lt;br /&gt;
{{Literal|Target}} is the {{Literal|String}} property to which the keystrokes are saved. Together with a {{Literal|Property}} sensor this can be used for example to enter passwords.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_KeyboardSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Message sensor==&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Message.png|right|thumb|235px|Message sensor]]&lt;br /&gt;
&lt;br /&gt;
Messages can be used to send either text or property values. The {{Literal|Message}} sensor sends a positive pulse once a message is sent anywhere in the engine. It can filter to only send a pulse upon a message with a specific subject.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_NetworkMessageSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Mouse sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Mouse.png|right|thumb|235px|Mouse sensor]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Mouse_options.png|right|thumb|235px|Mouse sensor input type]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Mouse}} sensor is for detecting mouse input. The controller consist only of a list of types of mouse events. These are:&lt;br /&gt;
*{{Literal|Left button}}.&lt;br /&gt;
*{{Literal|Middle button}}.&lt;br /&gt;
*{{Literal|Right button}}&lt;br /&gt;
*{{Literal|Wheel Up}}, the scroll wheel of the mouse.&lt;br /&gt;
*{{Literal|Wheel Down}}, the scroll wheel of the mouse.&lt;br /&gt;
*{{Literal|Movement}}, any movement with the mouse.&lt;br /&gt;
*{{Literal|Mouse over}}, detects if the mouse is over the object.&lt;br /&gt;
*{{Literal|Mouse over any}}, detects if the mouse is over any object.&lt;br /&gt;
&lt;br /&gt;
There is no logic brick for specific mouse movement and reactions (such as first person camera), these have to be coded in python.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_MouseSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Near sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Near.png|right|thumb|235px|Near sensor]]&lt;br /&gt;
&lt;br /&gt;
A {{Literal|Near}} sensor detects objects that are within a specific distance of themselves. It can filter objects with properties, like the {{Literal|Collision}} sensor.&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Property}} field can be used to limit the sensor to look for only the objects with this property.&lt;br /&gt;
&lt;br /&gt;
{{Literal|Distance }}is the number of blender units it will detect objects within. &lt;br /&gt;
&lt;br /&gt;
{{Literal|Reset}} is the distance the object needs to be to reset the sensor (send a negative pulse).&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_NearSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Property sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Property.png|right|thumb|235px|Property sensor]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Property_options.png|right|thumb|235px|Property sensor operation type]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Property}} sensor detect changes in the objects properties. This sensor has four modes:&lt;br /&gt;
;{{Literal|Equal}} triggers a positive pulse when the property value matches the value in the sensor. The {{Literal|Prop}} field is for the name of the property, and {{Literal|Value}} is for the value it has to match to send a positive pulse.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Not Equal}} triggers a positive pulse when the property value differs from the value in the sensor. The same fields as {{Literal|Equal}}, but {{Literal|Value}} represents the value the property has to differ from in order to set off a pulse.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Interval}} triggers a positive pulse when the value of the property is between the {{Literal|Min}} and {{Literal|Max}} values of the sensor. For “more than”, enter the property name in the {{Literal|Max}} field and the lowest number for triggering in the {{Literal|Min}} field. For “less than”, enter the property name in the {{Literal|Min}} field and the maximum value in the {{Literal|Max}} field. Names of other properties can also be entered to compare properties.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Changed}} sends a positive pulse as soon as the property value changes.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_PropertySensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Radar sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Radar.png|right|thumb|235px|Radar sensor]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Radar_options.png|right|thumb|235px|Radar sensor axis menu]]&lt;br /&gt;
&lt;br /&gt;
A {{Literal|Radar}} sensor works much like a {{Literal|Near}} sensor, but only within an angle from an axis, forming an invisible cone with the top in the objects’ center and base at a distance on an axis. &lt;br /&gt;
&lt;br /&gt;
The {{Literal|Property}} field can be used to limit the sensor to look for only the objects with this property. &lt;br /&gt;
&lt;br /&gt;
The {{Literal|Axis}} menu, determines the direction of the radar cone. The ± signs is whether it is on the axis direction (+), or the opposite (-).&lt;br /&gt;
&lt;br /&gt;
{{Literal|Angle}} determines the width of the cone.&lt;br /&gt;
&lt;br /&gt;
{{Literal|Distance }} determines the length of the cone.&lt;br /&gt;
&lt;br /&gt;
This sensor is useful for giving bots sight only in front of them, for example. Note that it does see through other objects.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_RadarSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Random sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Random.png|right|thumb|235px|Random sensor]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Random}} sensor generates random pulses. It has a {{Literal|Seed}} field to enter the initial seed. 0 is not random, for testing and debugging purposes.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.SCA_RandomSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Ray sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Ray_property.png|right|thumb|235px|Ray sensor (toggle collision on Property)]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Ray_material.png|right|thumb|235px|Ray sensor (toggle collision on Material)]]&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Ray_options.png|right|thumb|235px|Ray sensor axis menu]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Ray}} sensor shoots a ray in the direction of an axis and sends a positive pulse once it hits something. It can be filtered to only detect objects with a given material or property.&lt;br /&gt;
&lt;br /&gt;
It shares a lot of buttons and fields with {{Literal|Radar}} sensor. &lt;br /&gt;
&lt;br /&gt;
The {{Button|X-Ray Mode}} button make it x-ray, it sees through objects that doesn’t have the property or material specified in the filter field.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_RaySensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Touch sensor==&lt;br /&gt;
&lt;br /&gt;
[[File:GameEngine_Sensor_Types_Touch.png|right|thumb|235px|Touch sensor]]&lt;br /&gt;
&lt;br /&gt;
The {{Literal|Touch}} sensor sends a positive pulse when the object is in contact with another object. The {{Literal|MA}} field is for filtering materials. Only contact with the material in this field will generate a positive pulse. Leave blank for touch with any object. The positive pulse is sent on collision and the negative pulse is sent once the objects are no longer in contact. For a continuous pulse while they are in contact use “True Pulse triggering”.&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_TouchSensor-class.html GameLogic python API].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Game Engine/Logic/Sensors|Doc:2.5/Manual/Game Engine/Logic/Controllers}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game engine]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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