--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Light brick_type: executor tier: Basic generated: true --- # Light **Category:** Executor **Tier:** Basic ## Purpose Provides a compact, gameplay-focused runtime control surface for Godot Light2D and Light3D nodes. ## Visual Reference ```{raw} html
As added to your scene
Light brick as it appears in the GDLink editor
``` ## Runtime Behavior - Implemented natively in C++ (`LightExecutor`) - Writes directly to Godot `Light2D` / `Light3D` properties - Emits verbose proof strings in the format: ```text [Light] exec_name | Mode | target=LightType | ... ``` These logs are the canonical parameter-proof path for automated coverage. ```{raw} html
Generated UI Mockup — showing expanded properties
Light
-
x
Name:
Label this brick...
Target:
v
Mode:
Intensity
Dur:
0.4
v
Energy:
1.0
v
Kelvin:
6500.0
v
Cone:
45.0
v
On
Shadows
Range
8.0
v
Falloff
1.0
v
Indirect
1.0
v
Fog
1.0
v
Animate
Verbose
``` ## Properties | Property | Type | Default | Notes | |---|---|---|---| | Target | string | | Light node name or relative path (empty = self/first child Light3D) | | Mode | option | Intensity | Convenient gameplay-focused light controls | | Animate | bool | False | Tween numeric/color changes instead of applying them instantly | | Dur | float | 0.4 | Tween duration in seconds | | On | bool | True | Show or hide the target light | | Shadows | bool | True | Toggle shadow casting | | Energy | float | 1.0 | Light intensity multiplier | | Color | color | [1, 1, 1, 1] | Light color tint | | Kelvin | float | 6500.0 | Color temperature in Kelvin | | Range | float | 8.0 | Reach for Omni/Spot lights | | Falloff | float | 1.0 | Distance attenuation for Omni/Spot lights | | Cone | float | 45.0 | SpotLight3D cone angle in degrees | | Indirect | float | 1.0 | GI bounce multiplier | | Fog | float | 1.0 | Volumetric fog contribution | | Verbose | bool | False | Log Light executor mode, target, and values (controlled by ladybug button) |