Optional initial property values. Omit to construct with defaults and set fields afterward.
Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.
Whether this component participates in simulation and rendering. When false,
the GameObject skips its update/updateRender and the scene's
render collectors (mesh renderers, camera, lights, …) ignore it — the
component stays attached and keeps its state, like Unity's Behaviour.enabled
/ Renderer.enabled. Defaults to true.
The owning GameObject; assigned by addComponent before onAttach runs.
True between onAttach and onDetach — i.e. while this component sits on a GameObject that is part of a live Scene. Managed by GameObject. Internal — do not set directly.
Linear RGB color multiplier.
Luminous intensity in candela (cd) under the physical-units convention — i.e. illuminance at 1 world-unit (≈ 1 m). Author bulbs in lumens via lumens.
Attenuation radius in world units; light contributes nothing past this distance.
Whether this light renders shadow maps.
Index into the lighting pass's IES profile LUT (set via
PointSpotLightPass.setIesProfiles); -1 = no photometric profile. For a
point light the profile's vertical angle is measured from straight down
(the luminaire nadir), so it acts like a downlight distribution.
The simulation clock of the scene this component belongs to. Read inside
update (or any time after the GameObject is added to a scene) for
absolute time, frame count, FPS, and timeScale-aware delta — e.g.
this.time.elapsed, this.time.delta, this.time.frameCount.
this.time.delta equals the dt argument passed to update, so
components can ignore that argument entirely and pull everything from here.
Total luminous flux in lumens (a bulb's rating). A convenience view over
intensity for an isotropic point source: cd = lm / 4π. Setting it
writes intensity; reading it converts back — so pl.lumens = 800 is just
pl.intensity = lumensToCandela(800).
Connect to a Signal with automatic disconnect when this component is removed from its GameObject — the safe default for cross-object listening, so a destroyed component never leaks into (or gets called by) a signal it once observed. Typically called from onAttach:
onAttach(): void {
const health = this.gameObject.getComponent(Health)!;
this.listen(health.died, () => this.playDeathEffect());
}
The signal to connect to.
Listener, forwarded to Signal.connect.
Optionalopts: SignalConnectOptionsSee SignalConnectOptions.
The unsubscribe function, for listeners that also want to disconnect early; calling it is optional and idempotent.
Disconnect every signal connection made through listen. Called by GameObject.removeComponent after onDetach (so it runs even when a subclass overrides onDetach without calling super). Internal — do not call directly.
Called when the component joins a live scene — from addComponent when the
GameObject is already in a scene, otherwise when the GameObject is added to
one. this.gameObject.scene (and scene.engine) is always set here.
Override to acquire references to siblings/children or initialize resources.
Called when the component leaves the scene — removed via GameObject.removeComponent, or its GameObject removed from the scene. Override to release resources or unsubscribe from events.
Called every frame by the GameObject's update traversal.
Frame delta time in seconds.
Called when this component's GameObject begins touching another body, with the GameObject it collided with. Dispatched by the physics system after each world step (only while playing), so handlers may freely mutate the scene. Requires a physics body (RigidBody / CharacterBody) on the object.
The other GameObject involved in the contact.
Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).
Active render context (provides canvas width/height etc.).
World-space position of the light, taken from the GameObject's transform.
Builds the six view-projection matrices used to render this light's cube shadow map.
Near plane for each cube-face perspective frustum.
6 matrices in face order: +X, -X, +Y, -Y, +Z, -Z.
Omnidirectional point light component.
Supplies position/color/intensity/radius to the deferred lighting pass, and (when PointLight.castShadow is enabled) cube-face view-projection matrices to the point-light shadow pass that renders into a cube shadow map.
Placed by its GameObject's transform; see worldPosition. Construct with no arguments and set fields, or pass PointLightOptions.