flame

A real flame: a candle, an oil lamp, a torch or a fire (campfire, fireplace). It burns as a flame (a blue root, a darker cone over the wick, a white-yellow core, an orange rim, licking and flickering, leaning in a draft) and lights the scene with its own light, flickering and swaying in step with it and casting shadows, with hot air shimmering above. Put it where the wick (or the burning wood) is.

In scene text

flame { kind "…"  size 1  flicker 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 12

FieldTypeUnit / rangeWhat it does
kindtext—candle, lamp (an oil lamp's flame), torch (a few tongues), fire (a campfire or fireplace), muzzle (a gun's flash along the object's +Z).
sizenumberm, 0 … 4Flame height (0: the kind's: candle 0.03, lamp 0.045, torch 0.28, fire 0.6).
flickernumber0 … 10 steady ... 1 guttering.
draft_directionnumberdeg, 0 … 360Compass direction the draft leans it toward.
draftnumberm/s, 0 … 10How hard the draft blows (0 still air).
lightnumberlm, 0 … 100000Light it gives (0: the kind's: candle 12, lamp 30, torch 450, fire 3000).
temperaturenumberK, 0 … 4000Colour temperature (0: the kind's: candle 1850, lamp 1950, torch 1700, fire 1600).
shadowstrue / false—Its light casts shadows.
enabledtrue / false—Burning (off: put out).
bakedtrue / false—Its light baked into the light_volume around it as a flicker layer: worked out once from where it rests (real shadows), then scaled by the flame's flicker each frame, instead of a lamp shaded per pixel with a shadow map redrawn as things move past it.
bed_widthnumberm, 0 … 10A fire's bed across (a grate, a campfire's logs), turned with the object: the tongues spread along it (0: round).
bed_depthnumberm, 0 … 10A fire's bed front to back.
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