---
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
```
## 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
Indirect1.0
v
Fog1.0
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) |