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
### Type
pre-defined
### 3D
No visible mesh. Represents a scene-wide directional light source (like the sun).
The `target` arg defines the direction the light points toward.
Default spawn height is y=5.
### Custom Args:
| Key | Type | Implemented | Description |
|---|---|---|---|
| --------- | -------------------- | ------------------------------ | ------------------------------------------------------------------- |
| 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 |
| grabable | `"true"` / `"false"` | ⚠️ | Whether the item can be grabbed in-experience (common to all types) |
### 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:
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# Point Light
### Type
pre-defined
### 3D
No visible mesh. Represents an omnidirectional point light source that emits light equally in all directions.
Default spawn height is y=2.
### Custom Args:
| Key | Type | Implemented | Description |
|---|---|---|---|
| --------- | -------------------- | ---------------- | ------------------------------------------------------------------- |
| 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) |
### 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: