Light Emitter
Supported Object types: 2d, 3d. Attach this component where needed. An Object can contain multiple named instances of this component.
Use Object components to understand definitions and instance overrides.
Defaults below are normalized factory values from the component schema. Object presets, dimension, project units, and Scene overrides can supply different starting values. “Not stored” means the path is optional or runtime-derived. Read the property description to interpret it. Blank resource references assign no resource.
Writable means exposed for property writes through Logic. A No entry can still be editable in the Object Editor; runtime-only values cannot be authored. World-space lengths use metres, screen-space lengths use pixels, and rotations use degrees unless stated otherwise. The current loader refuses pixel-era projects. Use Units and Coordinates when comparing values.
| Property and path | Type | Factory default | Behavior | Writable |
|---|---|---|---|---|
| Enabled (enabled) | boolean | true | Whether this light contributes illumination. | Yes |
| Type (type) | text | “point” | Light type: point, spot, or sun. A sun uses direction rather than local range. | Yes |
| Color (color) | color | “#ffffff” | Light color applied to illuminated content. | Yes |
| Intensity (intensity) | number | 1 | Nonnegative light intensity multiplier. | Yes |
| Range (range) | number | 8 | Light range in metres, clamped to at least 0.001. Affects local point and spot lights. | Yes |
| Cone Angle (cone) | number | 60 | Spot cone angle in degrees, from 1 to 360. Only relevant to a spot light. | Yes |
| Flicker (flicker) | number | 0 | Flicker strength from 0 to 1. 0 disables flickering. | Yes |
| Flicker Speed (flickerSpeed) | number | 8 | Flicker speed multiplier, clamped to at least 0.1. | Yes |
| Casts Shadows (shadows) | boolean | false | Whether this light casts shadows. Models and the renderer must support the selected technique. | Yes |
| Shadow Technique (shadowTechnique) | text | “maps” | Shadow technique: maps or volumes. Requires compatible scene and model settings. | Yes |
| 2D Relief Height (height) | number | null | 2D relief height in world units. null uses the automatic height; explicit values are nonnegative. | Yes |
| 2D Sun Elevation (elevation) | number | 45 | 2D sun elevation in degrees, from 1 to 90. | Yes |
| Baked Lighting (bake) | boolean | false | Marks the light for baked-lighting participation where supported. | Yes |
| Time of Day (timeOfDay.mode) | text | “always” | Clock response: always, night, hours, or darkness. Requires the game clock for time-dependent modes. | Yes |
| Time of Day From Hour (timeOfDay.from) | number | 20 | Start hour for the hours mode, normalized into the 24-hour clock. | Yes |
| Time of Day To Hour (timeOfDay.to) | number | 6 | End hour for the hours mode. A range crossing midnight is supported. | Yes |
| Time of Day Fade (Minutes) (timeOfDay.fade) | number | 20 | Fade duration in game-clock minutes at the time window edges. | Yes |
| Time of Day Invert (timeOfDay.invert) | boolean | false | Inverts the selected time-of-day response. | Yes |
| Local position (transform.position) | vec3 | {“x”:0,“y”:0,“z”:0} | Component-local position. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local position X (transform.position.x) | number | 0 | Component-local position on X. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local position Y (transform.position.y) | number | 0 | Component-local position on Y. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local position Z (transform.position.z) | number | 0 | Component-local position on Z. Measured from the fixed Object origin. Current world-space coordinates use metres; screen-space coordinates use pixels. The project coordinate convention determines axis direction. | Yes |
| Local rotation (transform.rotation) | vec3 | {“x”:0,“y”:0,“z”:0} | Component-local rotation, in degrees. 2D uses Z rotation; 3D uses the project axis convention. | Yes |
| Local rotation X (transform.rotation.x) | number | 0 | Component-local rotation on X, in degrees. 2D uses Z rotation; 3D uses the project axis convention. | Yes |
| Local rotation Y (transform.rotation.y) | number | 0 | Component-local rotation on Y, in degrees. 2D uses Z rotation; 3D uses the project axis convention. | Yes |
| Local rotation Z (transform.rotation.z) | number | 0 | Component-local rotation on Z, in degrees. 2D uses Z rotation; 3D uses the project axis convention. | Yes |
Myth Engine Documentation
