GLTFLight Inherits: Resource < Reference < Object  Description Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to GLTFLight within a script will cause an error in an exported project.   Properties  
Color color Color( 1, 1, 1, 1 )  
float inner_cone_angle 0.0  
float intensity 1.0  
float outer_cone_angle 0.785398  
float range inf  
String type ""     Property Descriptions Color color  
Default Color( 1, 1, 1, 1 )  
Setter set_color(value)  
Getter get_color()   The Color of the light. Defaults to white. A black color causes the light to have no effect. float inner_cone_angle  
Default 0.0  
Setter set_inner_cone_angle(value)  
Getter get_inner_cone_angle()   The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle. Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Godot SpotLight, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light. float intensity  
Default 1.0  
Setter set_intensity(value)  
Getter get_intensity()   The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Godot light, this value is converted to a unitless multiplier. float outer_cone_angle  
Default 0.785398  
Setter set_outer_cone_angle(value)  
Getter get_outer_cone_angle()   The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle. At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot SpotLight, the outer cone angle is used as the angle of the spotlight. float range  
Default inf  
Setter set_range(value)  
Getter get_range()   The range of the light, beyond which the light has no effect. GLTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096. String type  
Default ""  
Setter set_type(value)  
Getter get_type()   The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's OmniLight, SpotLight, and DirectionalLight respectively. 

    
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