brightness/intensity fixed in unity

This commit is contained in:
TJ
2026-06-11 16:12:17 +02:00
parent 0486ea4b63
commit ec44709645
2 changed files with 26 additions and 18 deletions
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# Directional Light # Directional Light
### Type ### Type
pre-defined pre-defined
### 3D ### 3D
No visible mesh. Represents a scene-wide directional light source (like the sun). No visible mesh. Represents a scene-wide directional light source (like the sun).
The `target` arg defines the direction the light points toward. The `target` arg defines the direction the light points toward.
Default spawn height is y=5. Default spawn height is y=5.
### Custom Args: ### Custom Args:
| Key | Type | Implemented | Description | | Key | Type | Implemented | Description |
|---|---|---|---| | --------- | -------------------- | ------------------------------ | ------------------------------------------------------------------- |
| color | hexColor | ⚠️ (Creator tbd) | Color of the light | | color | hexColor | ⚠️ (Creator tbd) | Color of the light |
| intensity | float | **See note below.** | Light intensity (default tbd). | | intensity | float | | Light intensity (default 1). |
| target | string `"x,y,z"` | ⚠️ (Unity only reads rotation) | World-space look-at point the light aims at | | target | string `"x,y,z"` | ⚠️ (Unity only reads rotation) | World-space look-at point the light aims at |
| grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) | | grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) |
### Special Notes: ### Special Notes:
**Key name discrepancy:** The database save format uses `intensity` as the argument key, but `LightManupulationBehaviour.cs` reads `brightness`. Light intensity args may not apply at runtime unless this is resolved.
**Key name discrepancy:** The database save format uses `intensity` as the argument key. `LightManupulationBehaviour.cs` read `brightness` and "intensity".
### Example: ### Example:
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# Point Light # Point Light
### Type ### Type
pre-defined pre-defined
### 3D ### 3D
No visible mesh. Represents an omnidirectional point light source that emits light equally in all directions. No visible mesh. Represents an omnidirectional point light source that emits light equally in all directions.
Default spawn height is y=2. Default spawn height is y=2.
### Custom Args: ### Custom Args:
| Key | Type | Implemented | Description | | Key | Type | Implemented | Description |
|---|---|---|---| | --------- | -------------------- | ---------------- | ------------------------------------------------------------------- |
| color | hexColor | ⚠️ (Creator tbd) | Color of the light | | color | hexColor | ⚠️ (Creator tbd) | Color of the light |
| intensity | float | **See note below.** | Light intensity (default 1). | | intensity | float | | Light intensity (default 1). |
| grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) | | grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) |
### Special Notes: ### Special Notes:
**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.
**Key name discrepancy:** The database save format uses `intensity` as the argument key. `LightManupulationBehaviour.cs` read `brightness` and "intensity".
### Example: ### Example: