Script interface for light components.
Use this to control all aspects of Unity's lights. The properties are an exact match for the values shown in the Inspector.
Usually lights are just created in the editor but sometimes you want to create a light from a script:function Start () { // Make a game object var lightGameObject : GameObject = new GameObject("The Light"); // Add the light component lightGameObject.AddComponent(Light); // Set color and position lightGameObject.light.color = Color.blue; // Set the position (or any transform property) after // adding the light component. lightGameObject.transform.position = Vector3(0, 5, 0); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { GameObject lightGameObject = new GameObject("The Light"); lightGameObject.AddComponent<Light>(); lightGameObject.light.color = Color.blue; lightGameObject.transform.position = new Vector3(0, 5, 0); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: lightGameObject as GameObject = GameObject('The Light') lightGameObject.AddComponent[of Light]() lightGameObject.light.color = Color.blue lightGameObject.transform.position = Vector3(0, 5, 0)
alreadyLightmapped | Has the light already been lightmapped. |
areaSize | The size of the area light. Editor only. |
color | The color of the light. |
cookie | The cookie texture projected by the light. |
cookieSize | The size of a directional light's cookie. |
cullingMask | This is used to light certain objects in the scene selectively. |
flare | The flare asset to use for this light. |
intensity | The Intensity of a light is multiplied with the Light color. |
range | The range of the light. |
renderMode | How to render the light. |
shadowBias | Shadow mapping bias. |
shadows | How this light casts shadows |
shadowSoftness | Softness of directional light's soft shadows. |
shadowSoftnessFade | Fadeout speed of directional light's soft shadows. |
shadowStrength | Strength of light's shadows. |
spotAngle | The angle of the light's spotlight cone in degrees. |
type | The type of the light. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
animation | The Animation attached to this GameObject (null if there is none attached). |
audio | The AudioSource attached to this GameObject (null if there is none attached). |
camera | The Camera attached to this GameObject (null if there is none attached). |
collider | The Collider attached to this GameObject (null if there is none attached). |
collider2D | The Collider2D component attached to the object. |
constantForce | The ConstantForce attached to this GameObject (null if there is none attached). |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
guiText | The GUIText attached to this GameObject (null if there is none attached). |
guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
light | The Light attached to this GameObject (null if there is none attached). |
networkView | The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer | The Renderer attached to this GameObject (null if there is none attached). |
rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with /tag/? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |