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Light

A light.

More properties at https://aframe.io/docs/1.4.0/components/light.html

All wire objects have a set of basic attributes {object_id, action, type, persist, data}. The data attribute defines the object-specific attributes

Light Attributes

Attribute Type Default Description Required
object_id string   A uuid or otherwise unique identifier for this object Yes
persist boolean True Persist this object in the database (default true = persist on server) Yes
type string; Must be: object 'object' AFrame 3D Object Yes
action string; One of: ['create', 'delete', 'update', 'clientEvent'] 'create' One of 3 basic Create/Update/Delete actions or a special client event action (e.g. a click) Yes
ttl integer   When applied to an entity, the entity will remove itself from DOM after the specified number of seconds. Update is allowed, which will reset the timer to start from that moment. No
data Light data   Light Data Yes

Light Data Attributes

Attribute Type Default Description Required
object_type string; Must be: light light 3D object type. Yes
angle number 60 Maximum extent of spot light from its direction (in degrees). NOTE: Spot light type only. No
castShadow boolean False castShadow (point, spot, directional) No
color string #ffffff (deprecated) Color of the material. Please use material.color instead. No
decay number 1.0 Amount the light dims along the distance of the light. NOTE: Point and Spot light type only. No
distance number 0.0 Distance where intensity becomes 0. If distance is 0, then the point light does not decay with distance. NOTE: Point and Spot light type only. No
groundColor string '#ffffff' Light color from below. NOTE: Hemisphere light type only No
intensity number 1 Light strength. No
light     These attributes (light, intensity, color, …) can be set directly on the light object (instead of this light attribute inside the light object); dont use in new light objects No
penumbra number 0.0 Percent of the spotlight cone that is attenuated due to penumbra. NOTE: Spot light type only. No
shadowBias number 0 shadowBias (castShadow=true) No
shadowCameraBottom number -5 shadowCameraBottom (castShadow=true) No
shadowCameraFar number 500 shadowCameraFar (castShadow=true) No
shadowCameraFov number 90 shadowCameraFov (castShadow=true) No
shadowCameraLeft number -5 shadowCameraBottom (castShadow=true) No
shadowCameraNear number 0.5 shadowCameraNear (castShadow=true) No
shadowCameraRight number 5 shadowCameraRight (castShadow=true) No
shadowCameraTop number 5 shadowCameraTop (castShadow=true) No
shadowCameraVisible boolean False shadowCameraVisible (castShadow=true) No
shadowMapHeight number 512 shadowMapHeight (castShadow=true) No
shadowMapWidth number 512 shadowMapWidth (castShadow=true) No
shadowRadius number 1 shadowRadius (castShadow=true) No
target string 'None' Id of element the spot should point to. set to null to transform spotlight by orientation, pointing to it’s -Z axis. NOTE: Spot light type only. No
type string; One of: ['ambient', 'directional', 'hemisphere', 'point', 'spot'] directional One of ambient, directional, hemisphere, point, spot. No
parent string   Parent’s object_id. Child objects inherit attributes of their parent, for example scale and translation. No
position position {'x': 0, 'y': 0, 'z': 0} 3D object position No
rotation rotation {'w': 1, 'x': 0, 'y': 0, 'z': 0} 3D object rotation in quaternion representation; Right-handed coordinate system. Euler degrees are deprecated in wire message format. No
scale scale {'x': 1, 'y': 1, 'z': 1} 3D object scale No
animation animation   Animate and tween values. No
armarker armarker   A location marker (such as an AprilTag, a lightAnchor, or an UWB tag), used to anchor scenes, or scene objects, in the real world. No
click-listener boolean   Object will listen for clicks No
box-collision-listener box-collision-listener   Listen for bounding-box collisions with user camera and hands. Must be applied to an object or model with geometric mesh. Collisions are determined by course bounding-box overlaps No
collision-listener string   Name of the collision-listener, default can be empty string. Collisions trigger click events No
dynamic-body dynamic-body   Physics type attached to the object. No
goto-landmark goto-landmark   Teleports user to the landmark with the given name; Requires click-listener No
goto-url goto-url   Goto given URL; Requires click-listener No
hide-on-enter-ar boolean; Must be: True True Hide object when entering AR. Remove component to not hide No
hide-on-enter-vr boolean; Must be: True True Hide object when entering VR. Remove component to not hide No
impulse impulse   The force applied using physics. Requires click-listener No
landmark landmark   Define entities as a landmark; Landmarks appears in the landmark list and you can move (teleport) to them; You can define the behavior of the teleport: if you will be at a fixed or random distance, looking at the landmark, fixed offset or if it is constrained by a navmesh (when it exists) No
material-extras material-extras   Define extra material properties, namely texture encoding, whether to render the material’s color and render order. The properties set here access directly Three.js material component. No
shadow shadow   shadow No
sound sound   The sound component defines the entity as a source of sound or audio. The sound component is positional and is thus affected by the component’s position. No
textinput textinput   Opens an HTML prompt when clicked. Sends text input as an event on MQTT. Requires click-listener. No
url string   Model URL. Store files paths under ‘store/users/' (e.g. store/users/wiselab/models/factory_robot_arm/scene.gltf); to use CDN, prefix with `https://arena-cdn.conix.io/` (e.g. https://arena-cdn.conix.io/store/users/wiselab/models/factory_robot_arm/scene.gltf) No
screenshareable boolean True Whether or not a user can screenshare on an object No
video-control video-control   Video Control No
attribution attribution   Attribution Component. Saves attribution data in any entity. No
particle-system particle-system   Particle system component for A-Frame. No
spe-particles spe-particles   GPU based particle systems in A-Frame. No