Light¶
Category: Executor Tier: Basic
Purpose¶
Provides a compact, gameplay-focused runtime control surface for Godot Light2D and Light3D nodes.
Visual Reference¶

Runtime Behavior¶
Implemented natively in C++ (
LightExecutor)Writes directly to Godot
Light2D/Light3DpropertiesEmits verbose proof strings in the format:
[Light] exec_name | Mode | target=LightType | ...
These logs are the canonical parameter-proof path for automated coverage.
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) |