> For the complete documentation index, see [llms.txt](https://docs.mutate.games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.mutate.games/component-tutorials/components-a-closer-look/entity-components/light-source.md).

# Light Source

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.

![](/files/KNs2AqhXracc3bvCqITf)

* **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<br>
* **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<br>
* **Cast shadow** - does the light cast a shadow, or is everything in its range given a matte glow?<br>
* **Self shadow** - does the object itself have shadows according to its shape, or just the objects nearby?<br>
* **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<br>
* **Hue** - dictates the colour of the light, great for creating stylised effects like toxic waste, magic energy, or space-age machinery<br>
* **Saturation** - dictates the intensity of the hue, from pure white to pure colour<br>
* **Position** - dictates where the light shines in relation to the object itself<br>
* **Flickering enabled** - does the light flicker or not?
  * Flickering is ideal for firelight or creepy dystopian effects<br>
* **Flicker intensity** - how big/noticeable are the flickers?<br>
* **Flicker frequency** - how often does the light flicker?
