Component · render
Light
A light at the entity's world position. Edits apply live in play.
Fields
kind
LightKindPoint, spot or directional.
default "point"
One ofpointspotdirectional
color
colorLinear RGB tint (alpha is ignored).
default [1,1,1,1]
intensity
f32Luminous flux in lumens (point/spot) or illuminance in lux (directional).
default 800≥ 0
range
f32Influence radius of point and spot lights.
default 10m≥ 0.01shown when kind is point or spot
innerAngle
f32Spot inner cone half-angle.
default 20deg0 – 89shown when kind is spot
outerAngle
f32Spot outer cone half-angle.
default 30deg0.1 – 89shown when kind is spot
Usage
Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.
Add it
ara do component.add -p entity=name:Crate -p component=Light --why "Add Light"Set a field
ara do property.set -p entity=name:Crate -p path=Light.kind -p value="point" --why "Tune Light"In a scene document
{
"Light": {
"kind": "point"
}
}From C#
/// <summary>Flicker a lamp using fixed tick time, without wall-clock randomness.</summary>
public static void UseLight(Entity entity, in Tick tick)
{
ref var component = ref World.Get<Light>(entity);
component.Intensity = tick.Frame % 4 == 0 ? 450f : 500f;
}From C#
Scripts read and write it with Get<Light>(); see the Light struct.