point_light

A light at the object's position: in every direction (a bulb, a fire), or a spotlight cone (a flashlight, a headlight) when cone is set.

In scene text

point_light { color (1, 0.8, 0.6)  intensity 1  range 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 15

FieldTypeUnit / rangeWhat it does
colorcolour (r, g, b)—Light color, 0...1 per channel.
intensitynumberlm, 0 … 1Brightness in lumens. A street lamp is about 2000.
rangenumberm, 0.1 … 500Distance where the light fades out.
conenumber°, 0 … 179Spotlight cone, full angle in degrees (a flashlight is about 35, a headlight 50); 0 shines in every direction. It points along the object's +Z: rotate the object to aim it, rotation (90, 0, 0) points down.
softnessnumber0 … 1Spotlight edge: 0 hard, 1 fades from the centre.
lengthnumberm, 0 … 50A tube light this long along the object's +X (fluorescent tubes about 1.2): long soft pools of light and long highlights on wet or glossy surfaces. 0 is a point.
widthnumberm, 0 … 50With length, a glowing rectangle this wide along +Y (light panel, window, screen), shining toward +Z.
room_center(x, y, z)mWorld-space centre of the light room box, independent of lamp placement.
room_size(x, y, z)—Full XYZ room box dimensions: all positive, or (0,0,0) to disable.
room_modetext—none
beamtext—auto
shadowstrue / false—Casts shadows (a place in the shadow atlas among the lamps that do). false for fills that only lift the dark: a window's sky glow, a bounce card. They then cost no shadow map.
bakedtrue / false—Baked into the light_volume around it: a still lamp whose light on still things is precomputed (with real shadows) instead of shaded every frame, and needs no shadow map. Its brightness may still change (power on/off): the volume follows it. Leave moving or flickering lamps live.
emitter_radiusnumberm, 0 … 100Finite spherical emitter radius: soft near-field attenuation and shadow filtering for area-ish bulbs/panels; 0 is a point. Range is measured from the centre.
airnumber0 … 1How strongly it lights the haze and mist it shines through (its light shaft): 1 as the air would; 0 none. Not set: 0.3 for a light tagged flashlight (a torch at the eye: the mist in front of the lens would otherwise glow like a wall over what the beam lights), 1 for the rest.
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