Unity lighting control. Use when users want to create or configure lights (Directional, Point, Spot, Area). Triggers: light, lighting, directional light, point light, spot light, shadows, intensity, 灯光, 光照, 阴影.
BATCH-FIRST: Use
*_batchskills when operating on 2+ lights.
Mode: Full-Auto required
DO NOT (common hallucinations):
light_add does not exist → use light_create (creates a new light GameObject)light_set_color / light_set_intensity do not exist → use light_set_properties (sets color, intensity, range, shadows together)light_delete does not exist → use gameobject_delete on the light's GameObjectlight_set_shadow does not exist → use light_set_properties with shadows parameter ("none"/"hard"/"soft")Routing:
light_get_lightmap_settingslight_add_reflection_probe (this module)light_add_probe_group (this module)Object Targeting: All single-object skills accept
name(string) andinstanceId(int, preferred). Provide at least one.path(hierarchy path) is also accepted where noted.
| Single Object | Batch Version | Use Batch When |
|---|---|---|
light_set_properties | light_set_properties_batch | Configuring 2+ lights |
light_set_enabled | light_set_enabled_batch | Toggling 2+ lights |
No batch needed:
light_create - Create a lightlight_get_info - Get light informationlight_find_all - Find all lights (returns list)| Type | Description | Use Case |
|---|---|---|
Directional | Parallel rays, no position | Sun, moon |
Point | Omnidirectional from a point | Torches, bulbs |
Spot | Cone-shaped beam | Flashlights, spotlights |
Area | Rectangle/disc (baked only) | Windows, soft lights |
Create a new light.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No | "New Light" | Light name |
lightType | string | No | "Point" | Directional/Point/Spot/Area |
x, y, z | float | No | 0,3,0 | Position |
r, g, b | float | No | 1,1,1 | Color (0-1) |
intensity | float | No | 1 | Light intensity |
range | float | No | 10 | Range (Point/Spot) |
spotAngle | float | No | 30 | Cone angle (Spot only) |
shadows | string | No | "soft" | none/hard/soft |
Returns: {success, name, instanceId, lightType, position, color, intensity, shadows}
Configure light properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Light object name |
instanceId | int | No* | Instance ID (preferred) |
r, g, b | float | No | Color (0-1) |
intensity | float | No | Light intensity |
range | float | No | Range (Point/Spot) |
shadows | string | No | none/hard/soft |
Configure multiple lights. Each item accepts: name/instanceId/path (identifier) + r, g, b, intensity, range, shadows (all optional).
Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}
unity_skills.call_skill("light_set_properties_batch", items=[
{"name": "Light1", "intensity": 2.0, "r": 1, "g": 0.9, "b": 0.8},
{"instanceId": 12345, "intensity": 1.5, "shadows": "soft"},
{"name": "Light3", "intensity": 2.0}
])
Enable or disable a light.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Light object name |
instanceId | int | No* | Instance ID |
enabled | bool | Yes | Enable state |
Enable or disable multiple lights.
Returns: {success, totalItems, successCount, failCount, results: [{success, name, enabled}]}
unity_skills.call_skill("light_set_enabled_batch", items=[
{"name": "Torch1", "enabled": False},
{"name": "Torch2", "enabled": False},
{"name": "Torch3", "enabled": False}
])
Get detailed light information.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | Light object name |
instanceId | int | No* | Instance ID |
Returns: {name, instanceId, path, lightType, color, intensity, range, spotAngle, shadows, enabled}
Find all lights in scene.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
lightType | string | No | null | Filter by type |
limit | int | No | 50 | Max results |
Returns: {count, lights: [{name, instanceId, path, lightType, intensity, enabled}]}
light_add_probe_groupAdd a Light Probe Group to a GameObject. Optional grid layout: gridX/gridY/gridZ (count per axis), spacingX/spacingY/spacingZ (meters between probes).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No | null | GameObject name |
instanceId | int | No | 0 | Instance ID |
path | string | No | null | Hierarchy path |
gridX | int | No | 0 | Probe count on X axis |
gridY | int | No | 0 | Probe count on Y axis |
gridZ | int | No | 0 | Probe count on Z axis |
spacingX | float | No | 2 | Meters between probes on X |
spacingY | float | No | 1.5 | Meters between probes on Y |
spacingZ | float | No | 2 | Meters between probes on Z |
Returns: { success, gameObject, probeCount, existed, hasGrid }
light_add_reflection_probeCreate a Reflection Probe at a position.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
probeName | string | No | "ReflectionProbe" | Probe name |
x, y, z | float | No | 0,1,0 | Position |
sizeX, sizeY, sizeZ | float | No | 10,10,10 | Probe box size |
resolution | int | No | 256 | Cubemap resolution |
Returns: { success, name, instanceId, resolution, size }
light_get_lightmap_settingsGet Lightmap baking settings.
No parameters.
Returns: { success, bakedGI, realtimeGI, lightmapSize, lightmapPadding, isRunning, lightmapCount }
import unity_skills
# BAD: 4 API calls
unity_skills.call_skill("light_set_properties", name="Light1", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light2", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light3", intensity=2.0)
unity_skills.call_skill("light_set_properties", name="Light4", intensity=2.0)
# GOOD: 1 API call
unity_skills.call_skill("light_set_properties_batch", items=[
{"name": "Light1", "intensity": 2.0},
{"name": "Light2", "intensity": 2.0},
{"name": "Light3", "intensity": 2.0},
{"name": "Light4", "intensity": 2.0}
])
unity_skills.call_skill("light_create",
name="Sun", lightType="Directional",
r=1, g=0.95, b=0.85, intensity=1.2, shadows="soft"
)
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.