godot/doc/classes/SpotLight.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpotLight" inherits="Light" version="3.2">
<brief_description>
A spotlight, such as a reflector spotlight or a lantern.
</brief_description>
<description>
A Spotlight is a type of [Light] 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 [Light].
[b]Note:[/b] Due to current rendering engine limitations, only 8 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance.
</description>
<tutorials>
<link title="3D lights and shadows">https://docs.godotengine.org/en/3.2/tutorials/3d/lights_and_shadows.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<members>
<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
The spotlight's angle in degrees.
</member>
<member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
The spotlight's angular attenuation curve.
</member>
<member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
The spotlight's light energy attenuation curve.
</member>
<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range.
</member>
</members>
<constants>
</constants>
</class>