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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