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 var lightComp = lightGameObject.AddComponent.<Light>();
// Set color and position lightComp.color = Color.blue;
// Set the position (or any transform property) lightGameObject.transform.position = Vector3(0, 5, 0); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { GameObject lightGameObject = new GameObject("The Light"); Light lightComp = lightGameObject.AddComponent<Light>(); lightComp.color = Color.blue; lightGameObject.transform.position = new Vector3(0, 5, 0); } }
alreadyLightmapped | Has the light already been lightmapped. |
areaSize | The size of the area light. Editor only. |
bounceIntensity | The multiplier that defines the strength of the bounce lighting. |
color | The color of the light. |
commandBufferCount | Number of command buffers set up on this light (Read Only). |
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 constant bias. |
shadowNearPlane | Near plane value to use for shadow frustums. |
shadowNormalBias | Shadow mapping normal-based bias. |
shadows | How this light casts shadows |
shadowStrength | Strength of light's shadows. |
spotAngle | The angle of the light's spotlight cone in degrees. |
type | The type of the light. |
AddCommandBuffer | Add a command buffer to be executed at a specified place. |
GetCommandBuffers | Get command buffers to be executed at a specified place. |
RemoveAllCommandBuffers | Remove all command buffers set on this light. |
RemoveCommandBuffer | Remove command buffer from execution at a specified place. |
RemoveCommandBuffers | Remove command buffers from execution at a specified place. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
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 | Returns a copy of the object original. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |