Unity Light Skills
Overview
BATCH-FIRST: Use
*_batchskills when operating on 2+ lights.
Common Mistakes
DO NOT (common hallucinations):
light_adddoes not exist → uselight_create(creates a new light GameObject)light_set_color/light_set_intensitydo not exist → uselight_set_properties(sets color, intensity, range, shadows together)light_deletedoes not exist → usegameobject_deleteon the light's GameObjectlight_set_shadowdoes not exist → uselight_set_propertieswithshadowsparameter ("none"/"hard"/"soft")
Routing:
- For lightmap baking settings →
light_get_lightmap_settings(this module) - For reflection probes →
light_add_reflection_probe(this module) - For light probe groups →
light_add_probe_group(this module)
Object Targeting: All single-object skills accept
name(string) andinstanceId(int, preferred). Provide at least one.path(hierarchy path) is also accepted where noted.
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
light_set_properties |
light_set_properties_batch |
Configuring 2+ lights |
light_set_enabled |
light_set_enabled_batch |
Toggling 2+ lights |
No batch needed:
light_create- Create a lightlight_get_info- Get light informationlight_find_all- Find all lights (returns list)
Light Types
| Type | Description | Use Case |
|---|---|---|
Directional |
Parallel rays, no position | Sun, moon |
Point |
Omnidirectional from a point | Torches, bulbs |
Spot |
Cone-shaped beam | Flashlights, spotlights |
Area |
Rectangle/disc (baked only) | Windows, soft lights |
Skills
light_create
Create a new light.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name |
string | No | "New Light" | Light name |
lightType |
string | No | "Point" | Directional/Point/Spot/Area |
x, y, z |
float | No | 0,3,0 | Position |
r, g, b |
float | No | 1,1,1 | Color (0-1) |
intensity |
float | No | 1 | Light intensity |
range |
float | No | 10 | Range (Point/Spot) |
spotAngle |
float | No | 30 | Cone angle (Spot only) |
shadows |
string | No | "soft" | none/hard/soft |
Returns: {success, name, instanceId, lightType, position, color, intensity, shadows}
light_set_properties
Configure light properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Light object name |
instanceId |
int | No* | Instance ID (preferred) |
r, g, b |
float | No | Color (0-1) |
intensity |
float | No | Light intensity |
range |
float | No | Range (Point/Spot) |
shadows |
string | No | none/hard/soft |
light_set_properties_batch
Configure multiple lights. Each item accepts: name/instanceId/path (identifier) + r, g, b, intensity, range, shadows (all optional).
Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}
light_set_enabled
Enable or disable a light.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Light object name |
instanceId |
int | No* | Instance ID |
enabled |
bool | Yes | Enable state |
light_set_enabled_batch
Enable or disable multiple lights.
Returns: {success, totalItems, successCount, failCount, results: [{success, name, enabled}]}
light_get_info
Get detailed light information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name |
string | No* | Light object name |
instanceId |
int | No* | Instance ID |
Returns: {name, instanceId, path, lightType, color, intensity, range, spotAngle, shadows, enabled}
light_find_all
Find all lights in scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
lightType |
string | No | null | Filter by type |
limit |
int | No | 50 | Max results |
Returns: {count, lights: [{name, instanceId, path, lightType, intensity, enabled}]}
light_add_probe_group
Add a Light Probe Group to a GameObject. Optional grid layout: gridX/gridY/gridZ (count per axis), spacingX/spacingY/spacingZ (meters between probes).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name |
string | No | null | GameObject name |
instanceId |
int | No | 0 | Instance ID |
path |
string | No | null | Hierarchy path |
gridX |
int | No | 0 | Probe count on X axis |
gridY |
int | No | 0 | Probe count on Y axis |
gridZ |
int | No | 0 | Probe count on Z axis |
spacingX |
float | No | 2 | Meters between probes on X |
spacingY |
float | No | 1.5 | Meters between probes on Y |
spacingZ |
float | No | 2 | Meters between probes on Z |
Returns: { success, gameObject, probeCount, existed, hasGrid }
light_add_reflection_probe
Create a Reflection Probe at a position.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
probeName |
string | No | "ReflectionProbe" | Probe name |
x, y, z |
float | No | 0,1,0 | Position |
sizeX, sizeY, sizeZ |
float | No | 10,10,10 | Probe box size |
resolution |
int | No | 256 | Cubemap resolution |
Returns: { success, name, instanceId, resolution, size }
light_get_lightmap_settings
Get Lightmap baking settings.
No parameters.
Returns: { success, bakedGI, realtimeGI, lightmapSize, lightmapPadding, isRunning, lightmapCount }
RunCommand Examples
Recipe path rule: ../../recipes/light/<command>.md
Best Practices
- Use Directional light for main scene illumination
- Point lights for localized sources (lamps, fires)
- Spot lights for focused beams (flashlights, stage)
- Limit real-time shadows for performance
- Area lights require baking (not real-time)
- Use intensity > 1 for HDR/bloom effects