brightness/intensity fixed in unity
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+12
-8
@@ -1,21 +1,25 @@
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# Point Light
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### Type
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pre-defined
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### 3D
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No visible mesh. Represents an omnidirectional point light source that emits light equally in all directions.
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Default spawn height is y=2.
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### Custom Args:
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| Key | Type | Implemented | Description |
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|---|---|---|---|
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| color | hexColor | ⚠️ (Creator tbd) | Color of the light |
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| intensity | float | ⚠️ **See note below.** | Light intensity (default 1). |
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| grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) |
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| Key | Type | Implemented | Description |
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| --------- | -------------------- | ---------------- | ------------------------------------------------------------------- |
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| color | hexColor | ⚠️ (Creator tbd) | Color of the light |
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| intensity | float | ✔️ | Light intensity (default 1). |
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| grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) |
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### Special Notes:
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**Key name discrepancy:** The database save format uses `intensity` as the argument key, but `PointLightItemBehaviour.cs` reads `brightness`. Light intensity args may not apply at runtime unless this is resolved.
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**Key name discrepancy:** The database save format uses `intensity` as the argument key. `LightManupulationBehaviour.cs` read `brightness` and "intensity".
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### Example:
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@@ -23,11 +27,11 @@ Default spawn height is y=2.
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{
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"position": { "x": 0.0, "y": 2.0, "z": 0.0 },
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"rotation": { "x": 0.0, "y": 0.0, "z": 0.0 },
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"scale": { "x": 1.0, "y": 1.0, "z": 1.0 },
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"scale": { "x": 1.0, "y": 1.0, "z": 1.0 },
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"type": "pre-defined",
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"resourcename": "Point Light",
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"item-custom-args": [
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{ "argument": "color", "value": "#ff0000" },
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{ "argument": "color", "value": "#ff0000" },
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{ "argument": "intensity", "value": "50" }
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],
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"item-custom-args-adv": null
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