This is BGE / game-engine related…
This is the only object I have in my scenario. Just in case, this is the output from pdb:
(Pdb) dir(self.bge_object)
[‘class’, ‘contains’, ‘delattr’, ‘delitem’, ‘dir’, ‘doc’, ‘eq’, ‘format’, ‘ge’, ‘getattribute’, ‘getitem’, ‘gt’, ‘hash’, ‘init’, ‘le’, ‘lt’, ‘ne’, ‘new’, ‘reduce’, ‘reduce_ex’, ‘repr’, ‘setattr’, ‘setitem’, ‘sizeof’, ‘str’, ‘subclasshook’, ‘actuators’, ‘alignAxisToVect’, ‘angularVelocity’, ‘applyForce’, ‘applyImpulse’, ‘applyMovement’, ‘applyRotation’, ‘applyTorque’, ‘attrDict’, ‘children’, ‘childrenRecursive’, ‘collisionCallbacks’, ‘color’, ‘controllers’, ‘disableRigidBody’, ‘enableRigidBody’, ‘endObject’, ‘get’, ‘getActionFrame’, ‘getAngularVelocity’, ‘getAxisVect’, ‘getDistanceTo’, ‘getLinearVelocity’, ‘getPhysicsId’, ‘getPropertyNames’, ‘getReactionForce’, ‘getVectTo’, ‘getVelocity’, ‘groupMembers’, ‘groupObject’, ‘invalid’, ‘isPlayingAction’, ‘life’, ‘linVelocityMax’, ‘linVelocityMin’, ‘linearVelocity’, ‘localAngularVelocity’, ‘localInertia’, ‘localLinearVelocity’, ‘localOrientation’, ‘localPosition’, ‘localScale’, ‘localTransform’, ‘mass’, ‘meshes’, ‘name’, ‘occlusion’, ‘orientation’, ‘parent’, ‘playAction’, ‘position’, ‘rayCast’, ‘rayCastTo’, ‘reinstancePhysicsMesh’, ‘removeParent’, ‘replaceMesh’, ‘restoreDynamics’, ‘scaling’, ‘scene’, ‘sendMessage’, ‘sensors’, ‘setActionFrame’, ‘setAngularVelocity’, ‘setCollisionMargin’, ‘setLinearVelocity’, ‘setOcclusion’, ‘setParent’, ‘setVisible’, ‘state’, ‘stopAction’, ‘suspendDynamics’, ‘timeOffset’, ‘visible’, ‘worldAngularVelocity’, ‘worldLinearVelocity’, ‘worldOrientation’, ‘worldPosition’, ‘worldScale’, ‘worldTransform’]
(Pdb) len(self.bge_object.children)
1
(Pdb) dir(self.bge_object.children[0])
[‘class’, ‘contains’, ‘delattr’, ‘delitem’, ‘dir’, ‘doc’, ‘eq’, ‘format’, ‘ge’, ‘getattribute’, ‘getitem’, ‘gt’, ‘hash’, ‘init’, ‘le’, ‘lt’, ‘ne’, ‘new’, ‘reduce’, ‘reduce_ex’, ‘repr’, ‘setattr’, ‘setitem’, ‘sizeof’, ‘str’, ‘subclasshook’, ‘actuators’, ‘alignAxisToVect’, ‘angularVelocity’, ‘applyForce’, ‘applyImpulse’, ‘applyMovement’, ‘applyRotation’, ‘applyTorque’, ‘attrDict’, ‘children’, ‘childrenRecursive’, ‘collisionCallbacks’, ‘color’, ‘controllers’, ‘disableRigidBody’, ‘enableRigidBody’, ‘endObject’, ‘get’, ‘getActionFrame’, ‘getAngularVelocity’, ‘getAxisVect’, ‘getDistanceTo’, ‘getLinearVelocity’, ‘getPhysicsId’, ‘getPropertyNames’, ‘getReactionForce’, ‘getVectTo’, ‘getVelocity’, ‘groupMembers’, ‘groupObject’, ‘invalid’, ‘isPlayingAction’, ‘life’, ‘linVelocityMax’, ‘linVelocityMin’, ‘linearVelocity’, ‘localAngularVelocity’, ‘localInertia’, ‘localLinearVelocity’, ‘localOrientation’, ‘localPosition’, ‘localScale’, ‘localTransform’, ‘mass’, ‘meshes’, ‘name’, ‘occlusion’, ‘orientation’, ‘parent’, ‘playAction’, ‘position’, ‘rayCast’, ‘rayCastTo’, ‘reinstancePhysicsMesh’, ‘removeParent’, ‘replaceMesh’, ‘restoreDynamics’, ‘scaling’, ‘scene’, ‘sendMessage’, ‘sensors’, ‘setActionFrame’, ‘setAngularVelocity’, ‘setCollisionMargin’, ‘setLinearVelocity’, ‘setOcclusion’, ‘setParent’, ‘setVisible’, ‘state’, ‘stopAction’, ‘suspendDynamics’, ‘timeOffset’, ‘visible’, ‘worldAngularVelocity’, ‘worldLinearVelocity’, ‘worldOrientation’, ‘worldPosition’, ‘worldScale’, ‘worldTransform’]
I don’t know if that would help…