Table of Contents

Class SpotLight3D

Namespace
Godot
Assembly
GodotSharp.dll

A Spotlight is a type of Light3D node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of Light3D.

Note: When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting ProjectSettings.rendering/limits/opengl/max_lights_per_object.

Note: When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, ExtraCullMargin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.

public class SpotLight3D : Light3D, IDisposable
Inheritance
SpotLight3D
Implements
Inherited Members

Constructors

SpotLight3D()

public SpotLight3D()

Properties

SpotAngle

The spotlight's angle in degrees.

Note: SpotAngle is not affected by Scale (the light's scale or its parent's scale).

public float SpotAngle { get; set; }

Property Value

float

SpotAngleAttenuation

The spotlight's angular attenuation curve. See also SpotAttenuation.

public float SpotAngleAttenuation { get; set; }

Property Value

float

SpotAttenuation

The spotlight's light energy (drop-off) attenuation curve. A number of presets are available in the Inspector by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects. See also SpotAngleAttenuation.

Note: Very high SpotAttenuation values (typically above 10) can impact performance negatively if the light is made to use a larger SpotRange to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest SpotAttenuation value possible for the visuals you're trying to achieve.

public float SpotAttenuation { get; set; }

Property Value

float

SpotRange

The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the SpotAttenuation in use. No matter the SpotAttenuation in use, the light will never reach anything outside this range.

Note: SpotRange is not affected by Scale (the light's scale or its parent's scale).

public float SpotRange { get; set; }

Property Value

float

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool