Light
Scripting > Runtime Classes > Light
Light Class, inherits from Behaviour

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 = 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);
}

Variables
type

The type of the light.

color

The color of the light.

intensity

The Intensity of a light is multiplied with the Light color.

shadows

How this light casts shadows?

shadowStrength

Strength of light's shadows

shadowConstantBias

Constant shadow bias

shadowObjectSizeBias

Shadow bias that is relative to object size

attenuate

Should the light attenuate with distance?

range

The range of the light.

spotAngle

The light's spotlight angle in degrees.

cookie

The cookie texture projected by the light.

flare

The flare asset to use for this light.

renderMode

How to render the light.

cullingMask

This is used to lights parts of the scene selectively.

Inherited members
Inherited Variables
enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText 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)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter 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.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifyable by the user?

Inherited Functions
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.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.