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Question by kidock · Jan 21, 2014 at 03:50 AM · instantiaterandomspawnlights

Creating a light in game C#

I i'm trying to create a light when triggerenter, but the only thing I found was creating a game object with mesh or a prefab... but I dont want to make a prefab because I want the light to have a color assigned already in other script. What I have now is a script that change a plane to random colors and I need to create a light with the same random color as the plane and placed at some distance over the plane transform.

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Answer by robertbu · Jan 21, 2014 at 04:37 AM

You can create a light from scratch at runtime. You create a game object, position the game object, attach a Light component, then set the Light parameters. Exmaple:

 #pragma strict
 
 function Update() {
 
     if (Input.GetKeyDown(KeyCode.A)) {
         var go = new GameObject();
         go.transform.position = Vector3(0,5,0);
         var light = go.AddComponent(Light);
         light.color = Color.red;
     }
 }

The default type for a new light is 'Point', but you can adjust that and other aspects of the Light component.

Note it would be easier to create a prefab of a light with all the setting you want. Then Instantiate() that prefab at the position you want and make any final light adjustments.

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avatar image kidock · Jan 21, 2014 at 06:18 PM 0
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Thanks works fine, this is the final code in C#:

 using UnityEngine;
 using System.Collections;
 
 public class changecolor : $$anonymous$$onoBehaviour 
 {
     public Color[] colors;
     private Vector3 positionxyz;
     public Color Rcolor;
 
     void OnTriggerEnter(Collider other)
     {
         Rcolor = colors[Random.Range(0, colors.Length)];
         gameObject.renderer.material.color = Rcolor;
         positionxyz = transform.position;
         GameObject lightC = new GameObject();
         lightC.name = "discolight";
         lightC.AddComponent<Light>();
         lightC.transform.position = positionxyz;
         lightC.light.color = Rcolor;
         lightC.light.range = 2.579712f;
         lightC.light.intensity = 1;
         lightC.light.render$$anonymous$$ode = LightRender$$anonymous$$ode.ForcePixel;
 
     }
     void OnTriggerExit(Collider other)
     {
         Destroy(GameObject.Find("discolight"));
     }
 }

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