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:
using UnityEngine;
public class Example : MonoBehaviour { void Start() { // Make a game object GameObject lightGameObject = new GameObject("The Light");
// Add the light component Light lightComp = lightGameObject.AddComponent<Light>();
// Set color and position lightComp.color = Color.blue;
// Set the position (or any transform property) lightGameObject.transform.position = new Vector3(0, 5, 0); } }
areaSize | The size of the area light. |
bakingOutput | This property describes the output of the last Global Illumination bake. |
bounceIntensity | The multiplier that defines the strength of the bounce lighting. |
color | El color de la luz. |
colorTemperature | The color temperature of the light. Correlated Color Temperature (abbreviated as CCT) is multiplied with the color filter when calculating the final color of a light source. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K according to the D65 standard. Candle light is 1800K. If you want to use lightsUseCCT, lightsUseLinearIntensity has to be enabled to ensure physically correct output. See Also: GraphicsSettings.lightsUseLinearIntensity, GraphicsSettings.lightsUseCCT. |
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. |
layerShadowCullDistances | Per-light, per-layer shadow culling distances. |
lightmapBakeType | This property describes what part of a light's contribution can be baked. |
lightShadowCasterMode | Allows you to override the global Shadowmask Mode per light. Only use this with render pipelines that can handle per light Shadowmask modes. Incompatible with the legacy renderers. |
range | El rango de la luz. |
renderMode | How to render the light. |
shadowAngle | Controls the amount of artificial softening applied to the edges of shadows cast by directional lights. |
shadowBias | Shadow mapping constant bias. |
shadowCustomResolution | The custom resolution of the shadow map. |
shadowNearPlane | Near plane value to use for shadow frustums. |
shadowNormalBias | Shadow mapping normal-based bias. |
shadowRadius | Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light. |
shadowResolution | The resolution of the shadow map. |
shadows | How this light casts shadows |
shadowStrength | Fuerza de las sombras de la luz. |
spotAngle | The angle of the light's spotlight cone in degrees. |
type | El tipo de luz. |
AddCommandBuffer | Add a command buffer to be executed at a specified place. |
AddCommandBufferAsync | Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. |
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. |
Reset | Revert all light parameters to default. |
SetLightDirty | Sets a light dirty to notify the light baking backends to update their internal light representation. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had active and enabled called? |
gameObject | El game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object. |
tag | El tag de este 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 | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad). |
GetComponentInParent | Retorna el componente de tipo type en el GameObject o cualquiera de sus padres. |
GetComponents | Retorna todos los componentes de tipo type en el GameObject. |
GetComponentsInChildren | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo. |
GetComponentsInParent | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |