Light

Category: Executor Tier: Basic

Purpose

Provides a compact, gameplay-focused runtime control surface for Godot Light2D and Light3D nodes.

Visual Reference

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:

[Light] exec_name | Mode | target=LightType | ...

These logs are the canonical parameter-proof path for automated coverage.

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)