This function creates light objects within a Unity scene. This function can only add one light at a time – call the function multiple times to add more than one light.
Usage
add_light(
script,
light_type = c("Directional", "Point", "Spot", "Area"),
method_name = NULL,
light_name = "Light",
x_position = 0,
y_position = 0,
z_position = 0,
x_scale = 1,
y_scale = 1,
z_scale = 1,
x_rotation = 50,
y_rotation = -30,
z_rotation = 0,
exec = TRUE
)
Arguments
- script
A
unifir_script
object, created by make_script or returned by anadd_prop_*
function.- light_type
One of "Directional", "Point", "Spot", or "Area". See https://docs.unity3d.com/Manual/Lighting.html for more information.
- method_name
The internal name to use for the C# method created. Will be randomly generated if not set.
- light_name
The name to assign the Light object.
- x_position, y_position, z_position
The position of the GameObject in world space.
- x_scale, y_scale, z_scale
The scale of the GameObject (relative to its parent object).
- x_rotation, y_rotation, z_rotation
The rotation of the GameObject to create, as Euler angles.
- exec
Logical: Should the C# method be included in the set executed by MainFunc?
See also
Other props:
add_default_player()
,
add_prop()
,
add_texture()
,
create_terrain()
,
import_asset()
,
instantiate_prefab()
,
load_png()
,
load_scene()
,
new_scene()
,
read_raw()
,
save_scene()
,
set_active_scene()
,
validate_path()
Examples
# First, create a script object.
# CRAN doesn't have Unity installed, so pass
# a waiver object to skip the Unity-lookup stage:
script <- make_script("example_script", unity = waiver())
# Now add props:
script <- add_light(script)
# Lastly, execute the script via the `action` function