💡Light Source
is an Entity Component
Last updated
is an Entity Component
Last updated
Light sources breathe life and light into your levels. Particularly useful for creating ambience and cool visual effects in all kinds of ways.
Adding a light source to a component will create a glow from its centre-point, which may require playing around with its position to angle it exactly where you want for the full effect.
Enabled - is the light on or off?
Can be toggled using linking to create immersive lighting; when you leave a room, the light turns off; when you interact with a light-switch, the light turns on
Glare - a tiny white dot to show the exact centre of the light, much like the white part of a flame
"Yes" will show the white dot
"No" will hide it, but will not affect the light source in any other way. This is the recommended setting if the light source is angled more than a certain distance away from the object itself, so there's no weird floating dots hanging about
Cast shadow - does the light cast a shadow, or is everything in its range given a matte glow?
Self shadow - does the object itself have shadows according to its shape, or just the objects nearby?
Intensity - dictates the size and brightness of the glow
Greater intensity will have a larger range of light
Lower intensity will have a more intimate light, perfect for candles and small details
Hue - dictates the colour of the light, great for creating stylised effects like toxic waste, magic energy, or space-age machinery
Saturation - dictates the intensity of the hue, from pure white to pure colour
Position - dictates where the light shines in relation to the object itself
Flickering enabled - does the light flicker or not?
Flickering is ideal for firelight or creepy dystopian effects
Flicker intensity - how big/noticeable are the flickers?
Flicker frequency - how often does the light flicker?